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-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_allegro5.cpp478
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_allegro5.h31
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_android.cpp187
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_android.h27
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_dx10.cpp578
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_dx10.h25
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_dx11.cpp594
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_dx11.h26
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_dx12.cpp746
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_dx12.h39
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_dx9.cpp378
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_dx9.h25
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_glfw.cpp454
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_glfw.h41
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_glut.cpp217
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_glut.h37
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_marmalade.cpp318
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_marmalade.h28
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_metal.h29
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_metal.mm556
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_opengl2.cpp285
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_opengl2.h32
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_opengl3.cpp778
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_opengl3.h55
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_opengl3_loader.h752
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_osx.h24
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_osx.mm387
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_sdl.cpp449
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_sdl.h35
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_sdlrenderer.cpp238
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_sdlrenderer.h27
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_vulkan.cpp1474
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_vulkan.h149
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_wgpu.cpp717
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_wgpu.h25
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_win32.cpp616
-rw-r--r--Client/ThirdParty/imgui/backends/imgui_impl_win32.h42
-rw-r--r--Client/ThirdParty/imgui/backends/vulkan/generate_spv.sh6
-rw-r--r--Client/ThirdParty/imgui/backends/vulkan/glsl_shader.frag14
-rw-r--r--Client/ThirdParty/imgui/backends/vulkan/glsl_shader.vert25
40 files changed, 10944 insertions, 0 deletions
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_allegro5.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_allegro5.cpp
new file mode 100644
index 0000000..ccb1396
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_allegro5.cpp
@@ -0,0 +1,478 @@
+// dear imgui: Renderer + Platform Backend for Allegro 5
+// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Platform: Clipboard support (from Allegro 5.1.12)
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Issues:
+// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
+// [ ] Platform: Missing gamepad support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: Change blending equation to preserve alpha in output buffer.
+// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
+// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
+// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2018-11-30: Platform: Added touchscreen support.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
+// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
+// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
+// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
+// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+
+#include <stdint.h> // uint64_t
+#include <cstring> // memcpy
+#include "imgui.h"
+#include "imgui_impl_allegro5.h"
+
+// Allegro
+#include <allegro5/allegro.h>
+#include <allegro5/allegro_primitives.h>
+#ifdef _WIN32
+#include <allegro5/allegro_windows.h>
+#endif
+#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#endif
+
+// Allegro Data
+struct ImGui_ImplAllegro5_Data
+{
+ ALLEGRO_DISPLAY* Display;
+ ALLEGRO_BITMAP* Texture;
+ double Time;
+ ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
+ ALLEGRO_VERTEX_DECL* VertexDecl;
+ char* ClipboardTextData;
+
+ ImGui_ImplAllegro5_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; }
+
+struct ImDrawVertAllegro
+{
+ ImVec2 pos;
+ ImVec2 uv;
+ ALLEGRO_COLOR col;
+};
+
+static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
+{
+ // Setup blending
+ al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA);
+
+ // Setup orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ {
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ ALLEGRO_TRANSFORM transform;
+ al_identity_transform(&transform);
+ al_use_transform(&transform);
+ al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f);
+ al_use_projection_transform(&transform);
+ }
+}
+
+// Render function.
+void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ // Backup Allegro state that will be modified
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
+ ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
+ int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
+ al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
+ int last_blender_op, last_blender_src, last_blender_dst;
+ al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
+
+ // Setup desired render state
+ ImGui_ImplAllegro5_SetupRenderState(draw_data);
+
+ // Render command lists
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+
+ // Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
+ // FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
+ static ImVector<ImDrawVertAllegro> vertices;
+ vertices.resize(cmd_list->IdxBuffer.Size);
+ for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
+ {
+ const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
+ ImDrawVertAllegro* dst_v = &vertices[i];
+ dst_v->pos = src_v->pos;
+ dst_v->uv = src_v->uv;
+ unsigned char* c = (unsigned char*)&src_v->col;
+ dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]);
+ }
+
+ const int* indices = NULL;
+ if (sizeof(ImDrawIdx) == 2)
+ {
+ // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
+ // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
+ static ImVector<int> indices_converted;
+ indices_converted.resize(cmd_list->IdxBuffer.Size);
+ for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
+ indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i];
+ indices = indices_converted.Data;
+ }
+ else if (sizeof(ImDrawIdx) == 4)
+ {
+ indices = (const int*)cmd_list->IdxBuffer.Data;
+ }
+
+ // Render command lists
+ int idx_offset = 0;
+ ImVec2 clip_off = draw_data->DisplayPos;
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplAllegro5_SetupRenderState(draw_data);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+ ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle, Draw
+ ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
+ al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
+ al_draw_prim(&vertices[0], bd->VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ }
+
+ // Restore modified Allegro state
+ al_set_blender(last_blender_op, last_blender_src, last_blender_dst);
+ al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h);
+ al_use_transform(&last_transform);
+ al_use_projection_transform(&last_projection_transform);
+}
+
+bool ImGui_ImplAllegro5_CreateDeviceObjects()
+{
+ // Build texture atlas
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Create texture
+ int flags = al_get_new_bitmap_flags();
+ int fmt = al_get_new_bitmap_format();
+ al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
+ al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
+ ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
+ al_set_new_bitmap_flags(flags);
+ al_set_new_bitmap_format(fmt);
+ if (!img)
+ return false;
+
+ ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
+ if (!locked_img)
+ {
+ al_destroy_bitmap(img);
+ return false;
+ }
+ memcpy(locked_img->data, pixels, sizeof(int) * width * height);
+ al_unlock_bitmap(img);
+
+ // Convert software texture to hardware texture.
+ ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
+ al_destroy_bitmap(img);
+ if (!cloned_img)
+ return false;
+
+ // Store our identifier
+ io.Fonts->SetTexID((void*)cloned_img);
+ bd->Texture = cloned_img;
+
+ // Create an invisible mouse cursor
+ // Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
+ ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
+ bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
+ al_destroy_bitmap(mouse_cursor);
+
+ return true;
+}
+
+void ImGui_ImplAllegro5_InvalidateDeviceObjects()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ if (bd->Texture)
+ {
+ io.Fonts->SetTexID(NULL);
+ al_destroy_bitmap(bd->Texture);
+ bd->Texture = NULL;
+ }
+ if (bd->MouseCursorInvisible)
+ {
+ al_destroy_mouse_cursor(bd->MouseCursorInvisible);
+ bd->MouseCursorInvisible = NULL;
+ }
+}
+
+#if ALLEGRO_HAS_CLIPBOARD
+static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
+{
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ if (bd->ClipboardTextData)
+ al_free(bd->ClipboardTextData);
+ bd->ClipboardTextData = al_get_clipboard_text(bd->Display);
+ return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
+{
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ al_set_clipboard_text(bd->Display, text);
+}
+#endif
+
+bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+
+ bd->Display = display;
+
+ // Create custom vertex declaration.
+ // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
+ // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
+ ALLEGRO_VERTEX_ELEMENT elems[] =
+ {
+ { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
+ { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
+ { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
+ { 0, 0, 0 }
+ };
+ bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
+
+ io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
+ io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
+ io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
+ io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
+ io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
+ io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
+ io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
+ io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+
+#if ALLEGRO_HAS_CLIPBOARD
+ io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
+ io.ClipboardUserData = NULL;
+#endif
+
+ return true;
+}
+
+void ImGui_ImplAllegro5_Shutdown()
+{
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplAllegro5_InvalidateDeviceObjects();
+ if (bd->VertexDecl)
+ al_destroy_vertex_decl(bd->VertexDecl);
+ if (bd->ClipboardTextData)
+ al_free(bd->ClipboardTextData);
+
+ io.BackendPlatformUserData = NULL;
+ io.BackendPlatformName = io.BackendRendererName = NULL;
+ IM_DELETE(bd);
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+
+ switch (ev->type)
+ {
+ case ALLEGRO_EVENT_MOUSE_AXES:
+ if (ev->mouse.display == bd->Display)
+ {
+ io.MouseWheel += ev->mouse.dz;
+ io.MouseWheelH -= ev->mouse.dw;
+ io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y);
+ }
+ return true;
+ case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
+ case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
+ if (ev->mouse.display == bd->Display && ev->mouse.button <= 5)
+ io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
+ return true;
+ case ALLEGRO_EVENT_TOUCH_MOVE:
+ if (ev->touch.display == bd->Display)
+ io.MousePos = ImVec2(ev->touch.x, ev->touch.y);
+ return true;
+ case ALLEGRO_EVENT_TOUCH_BEGIN:
+ case ALLEGRO_EVENT_TOUCH_END:
+ case ALLEGRO_EVENT_TOUCH_CANCEL:
+ if (ev->touch.display == bd->Display && ev->touch.primary)
+ io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
+ return true;
+ case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
+ if (ev->mouse.display == bd->Display)
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+ return true;
+ case ALLEGRO_EVENT_KEY_CHAR:
+ if (ev->keyboard.display == bd->Display)
+ if (ev->keyboard.unichar != 0)
+ io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
+ return true;
+ case ALLEGRO_EVENT_KEY_DOWN:
+ case ALLEGRO_EVENT_KEY_UP:
+ if (ev->keyboard.display == bd->Display)
+ io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
+ return true;
+ case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
+ if (ev->display.source == bd->Display)
+ io.AddFocusEvent(false);
+ return true;
+ case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
+ if (ev->display.source == bd->Display)
+ {
+ io.AddFocusEvent(true);
+#if defined(ALLEGRO_UNSTABLE)
+ al_clear_keyboard_state(bd->Display);
+#endif
+ }
+ return true;
+ }
+ return false;
+}
+
+static void ImGui_ImplAllegro5_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
+ }
+ else
+ {
+ ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
+ switch (imgui_cursor)
+ {
+ case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
+ case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
+ case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
+ case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
+ case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
+ case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
+ case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
+ }
+ al_set_system_mouse_cursor(bd->Display, cursor_id);
+ }
+}
+
+void ImGui_ImplAllegro5_NewFrame()
+{
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?");
+
+ if (!bd->Texture)
+ ImGui_ImplAllegro5_CreateDeviceObjects();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ w = al_get_display_width(bd->Display);
+ h = al_get_display_height(bd->Display);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+
+ // Setup time step
+ double current_time = al_get_time();
+ io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ // Setup inputs
+ ALLEGRO_KEYBOARD_STATE keys;
+ al_get_keyboard_state(&keys);
+ io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
+ io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
+ io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
+ io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
+
+ ImGui_ImplAllegro5_UpdateMouseCursor();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_allegro5.h b/Client/ThirdParty/imgui/backends/imgui_impl_allegro5.h
new file mode 100644
index 0000000..06c7120
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_allegro5.h
@@ -0,0 +1,31 @@
+// dear imgui: Renderer + Platform Backend for Allegro 5
+// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Platform: Clipboard support (from Allegro 5.1.12)
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Issues:
+// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
+// [ ] Platform: Missing gamepad support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct ALLEGRO_DISPLAY;
+union ALLEGRO_EVENT;
+
+IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
+IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
+IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_android.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_android.cpp
new file mode 100644
index 0000000..aae8e6b
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_android.cpp
@@ -0,0 +1,187 @@
+// dear imgui: Platform Binding for Android native app
+// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
+
+// Implemented features:
+// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
+// Missing features:
+// [ ] Platform: Clipboard support.
+// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
+// Important:
+// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
+// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-03-04: Initial version.
+
+#include "imgui.h"
+#include "imgui_impl_android.h"
+#include <time.h>
+#include <map>
+#include <queue>
+#include <android/native_window.h>
+#include <android/input.h>
+#include <android/keycodes.h>
+#include <android/log.h>
+
+// Android data
+static double g_Time = 0.0;
+static ANativeWindow* g_Window;
+static char g_LogTag[] = "ImGuiExample";
+static std::map<int32_t, std::queue<int32_t>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
+
+int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ int32_t event_type = AInputEvent_getType(input_event);
+ switch (event_type)
+ {
+ case AINPUT_EVENT_TYPE_KEY:
+ {
+ int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
+ int32_t event_action = AKeyEvent_getAction(input_event);
+ int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
+
+ io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
+ io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
+ io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0);
+
+ switch (event_action)
+ {
+ // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
+ // goes up from a key. We use a simple key event queue/ and process one event per key per frame in
+ // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
+ case AKEY_EVENT_ACTION_DOWN:
+ case AKEY_EVENT_ACTION_UP:
+ g_KeyEventQueues[event_key_code].push(event_action);
+ break;
+ default:
+ break;
+ }
+ break;
+ }
+ case AINPUT_EVENT_TYPE_MOTION:
+ {
+ int32_t event_action = AMotionEvent_getAction(input_event);
+ int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
+ event_action &= AMOTION_EVENT_ACTION_MASK;
+ switch (event_action)
+ {
+ case AMOTION_EVENT_ACTION_DOWN:
+ case AMOTION_EVENT_ACTION_UP:
+ // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
+ // but we have to process them separately to identify the actual button pressed. This is done below via
+ // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
+ if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
+ || (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
+ {
+ io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN);
+ io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
+ }
+ break;
+ case AMOTION_EVENT_ACTION_BUTTON_PRESS:
+ case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
+ {
+ int32_t button_state = AMotionEvent_getButtonState(input_event);
+ io.MouseDown[0] = ((button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
+ io.MouseDown[1] = ((button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
+ io.MouseDown[2] = ((button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
+ }
+ break;
+ case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
+ case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
+ io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
+ break;
+ case AMOTION_EVENT_ACTION_SCROLL:
+ io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
+ io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
+ break;
+ default:
+ break;
+ }
+ }
+ return 1;
+ default:
+ break;
+ }
+
+ return 0;
+}
+
+bool ImGui_ImplAndroid_Init(ANativeWindow* window)
+{
+ g_Window = window;
+ g_Time = 0.0;
+
+ // Setup backend capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendPlatformName = "imgui_impl_android";
+
+ // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
+ io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
+ io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key
+ io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key
+ io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP;
+ io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN;
+ io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME;
+ io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END;
+ io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL;
+ io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL;
+ io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
+ io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER;
+ io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
+ io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
+ io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
+ io.KeyMap[ImGuiKey_X] = AKEYCODE_X;
+ io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y;
+ io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z;
+
+ return true;
+}
+
+void ImGui_ImplAndroid_Shutdown()
+{
+}
+
+void ImGui_ImplAndroid_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Process queued key events
+ // FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue.
+ for (auto& key_queue : g_KeyEventQueues)
+ {
+ if (key_queue.second.empty())
+ continue;
+ io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
+ key_queue.second.pop();
+ }
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int32_t window_width = ANativeWindow_getWidth(g_Window);
+ int32_t window_height = ANativeWindow_getHeight(g_Window);
+ int display_width = window_width;
+ int display_height = window_height;
+
+ io.DisplaySize = ImVec2((float)window_width, (float)window_height);
+ if (window_width > 0 && window_height > 0)
+ io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
+
+ // Setup time step
+ struct timespec current_timespec;
+ clock_gettime(CLOCK_MONOTONIC, &current_timespec);
+ double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
+ g_Time = current_time;
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_android.h b/Client/ThirdParty/imgui/backends/imgui_impl_android.h
new file mode 100644
index 0000000..92b466b
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_android.h
@@ -0,0 +1,27 @@
+// dear imgui: Platform Binding for Android native app
+// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
+
+// Implemented features:
+// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
+// Missing features:
+// [ ] Platform: Clipboard support.
+// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
+// Important:
+// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
+// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+
+struct ANativeWindow;
+struct AInputEvent;
+
+IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
+IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
+IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_dx10.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_dx10.cpp
new file mode 100644
index 0000000..5be46f6
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_dx10.cpp
@@ -0,0 +1,578 @@
+// dear imgui: Renderer Backend for DirectX10
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
+// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
+// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
+// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
+// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2016-05-07: DirectX10: Disabling depth-write.
+
+#include "imgui.h"
+#include "imgui_impl_dx10.h"
+
+// DirectX
+#include <stdio.h>
+#include <d3d10_1.h>
+#include <d3d10.h>
+#include <d3dcompiler.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
+
+// DirectX data
+struct ImGui_ImplDX10_Data
+{
+ ID3D10Device* pd3dDevice;
+ IDXGIFactory* pFactory;
+ ID3D10Buffer* pVB;
+ ID3D10Buffer* pIB;
+ ID3D10VertexShader* pVertexShader;
+ ID3D10InputLayout* pInputLayout;
+ ID3D10Buffer* pVertexConstantBuffer;
+ ID3D10PixelShader* pPixelShader;
+ ID3D10SamplerState* pFontSampler;
+ ID3D10ShaderResourceView* pFontTextureView;
+ ID3D10RasterizerState* pRasterizerState;
+ ID3D10BlendState* pBlendState;
+ ID3D10DepthStencilState* pDepthStencilState;
+ int VertexBufferSize;
+ int IndexBufferSize;
+
+ ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+}
+
+// Functions
+static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
+{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+
+ // Setup viewport
+ D3D10_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D10_VIEWPORT));
+ vp.Width = (UINT)draw_data->DisplaySize.x;
+ vp.Height = (UINT)draw_data->DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0;
+ ctx->RSSetViewports(1, &vp);
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(ImDrawVert);
+ unsigned int offset = 0;
+ ctx->IASetInputLayout(bd->pInputLayout);
+ ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
+ ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+ ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->VSSetShader(bd->pVertexShader);
+ ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
+ ctx->PSSetShader(bd->pPixelShader);
+ ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
+ ctx->GSSetShader(NULL);
+
+ // Setup render state
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
+ ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
+ ctx->RSSetState(bd->pRasterizerState);
+}
+
+// Render function
+void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ ID3D10Device* ctx = bd->pd3dDevice;
+
+ // Create and grow vertex/index buffers if needed
+ if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
+ bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ D3D10_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+ desc.Usage = D3D10_USAGE_DYNAMIC;
+ desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
+ desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+ desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
+ return;
+ }
+
+ if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
+ bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ D3D10_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+ desc.Usage = D3D10_USAGE_DYNAMIC;
+ desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
+ desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
+ desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+ if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
+ return;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ ImDrawVert* vtx_dst = NULL;
+ ImDrawIdx* idx_dst = NULL;
+ bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
+ bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ bd->pVB->Unmap();
+ bd->pIB->Unmap();
+
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ {
+ void* mapped_resource;
+ if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+ return;
+ VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ bd->pVertexConstantBuffer->Unmap();
+ }
+
+ // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+ struct BACKUP_DX10_STATE
+ {
+ UINT ScissorRectsCount, ViewportsCount;
+ D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ ID3D10RasterizerState* RS;
+ ID3D10BlendState* BlendState;
+ FLOAT BlendFactor[4];
+ UINT SampleMask;
+ UINT StencilRef;
+ ID3D10DepthStencilState* DepthStencilState;
+ ID3D10ShaderResourceView* PSShaderResource;
+ ID3D10SamplerState* PSSampler;
+ ID3D10PixelShader* PS;
+ ID3D10VertexShader* VS;
+ ID3D10GeometryShader* GS;
+ D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
+ ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+ UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+ DXGI_FORMAT IndexBufferFormat;
+ ID3D10InputLayout* InputLayout;
+ };
+ BACKUP_DX10_STATE old = {};
+ old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+ ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
+ ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
+ ctx->RSGetState(&old.RS);
+ ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
+ ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
+ ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
+ ctx->PSGetSamplers(0, 1, &old.PSSampler);
+ ctx->PSGetShader(&old.PS);
+ ctx->VSGetShader(&old.VS);
+ ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
+ ctx->GSGetShader(&old.GS);
+ ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
+ ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
+ ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
+ ctx->IAGetInputLayout(&old.InputLayout);
+
+ // Setup desired DX state
+ ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ ImVec2 clip_off = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+ ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle
+ const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ ctx->RSSetScissorRects(1, &r);
+
+ // Bind texture, Draw
+ ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
+ ctx->PSSetShaderResources(0, 1, &texture_srv);
+ ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // Restore modified DX state
+ ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
+ ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
+ ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
+ ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
+ ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
+ ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
+ ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
+ ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
+ ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
+ ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
+ ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
+ ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
+ ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
+ ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
+ ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
+}
+
+static void ImGui_ImplDX10_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D10_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D10_USAGE_DEFAULT;
+ desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D10Texture2D* pTexture = NULL;
+ D3D10_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = pixels;
+ subResource.SysMemPitch = desc.Width * 4;
+ subResource.SysMemSlicePitch = 0;
+ bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+ IM_ASSERT(pTexture != NULL);
+
+ // Create texture view
+ D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
+ ZeroMemory(&srv_desc, sizeof(srv_desc));
+ srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
+ srv_desc.Texture2D.MipLevels = desc.MipLevels;
+ srv_desc.Texture2D.MostDetailedMip = 0;
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
+
+ // Create texture sampler
+ {
+ D3D10_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
+ desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
+ }
+}
+
+bool ImGui_ImplDX10_CreateDeviceObjects()
+{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ if (!bd->pd3dDevice)
+ return false;
+ if (bd->pFontSampler)
+ ImGui_ImplDX10_InvalidateDeviceObjects();
+
+ // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX10 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ ID3DBlob* vertexShaderBlob;
+ if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
+ {
+ vertexShaderBlob->Release();
+ return false;
+ }
+
+ // Create the input layout
+ D3D10_INPUT_ELEMENT_DESC local_layout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ };
+ if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
+ {
+ vertexShaderBlob->Release();
+ return false;
+ }
+ vertexShaderBlob->Release();
+
+ // Create the constant buffer
+ {
+ D3D10_BUFFER_DESC desc;
+ desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ desc.Usage = D3D10_USAGE_DYNAMIC;
+ desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+ desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ ID3DBlob* pixelShaderBlob;
+ if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
+ {
+ pixelShaderBlob->Release();
+ return false;
+ }
+ pixelShaderBlob->Release();
+ }
+
+ // Create the blending setup
+ {
+ D3D10_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.BlendEnable[0] = true;
+ desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
+ desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
+ desc.BlendOp = D3D10_BLEND_OP_ADD;
+ desc.SrcBlendAlpha = D3D10_BLEND_ONE;
+ desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
+ desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
+ desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
+ }
+
+ // Create the rasterizer state
+ {
+ D3D10_RASTERIZER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.FillMode = D3D10_FILL_SOLID;
+ desc.CullMode = D3D10_CULL_NONE;
+ desc.ScissorEnable = true;
+ desc.DepthClipEnable = true;
+ bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
+ }
+
+ // Create depth-stencil State
+ {
+ D3D10_DEPTH_STENCIL_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
+ }
+
+ ImGui_ImplDX10_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX10_InvalidateDeviceObjects()
+{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ if (!bd->pd3dDevice)
+ return;
+
+ if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
+ if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+ if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
+ if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
+ if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
+ if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
+ if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
+ if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
+ if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
+ if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
+}
+
+bool ImGui_ImplDX10_Init(ID3D10Device* device)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_dx10";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ // Get factory from device
+ IDXGIDevice* pDXGIDevice = NULL;
+ IDXGIAdapter* pDXGIAdapter = NULL;
+ IDXGIFactory* pFactory = NULL;
+ if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
+ if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
+ if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
+ {
+ bd->pd3dDevice = device;
+ bd->pFactory = pFactory;
+ }
+ if (pDXGIDevice) pDXGIDevice->Release();
+ if (pDXGIAdapter) pDXGIAdapter->Release();
+ bd->pd3dDevice->AddRef();
+
+ return true;
+}
+
+void ImGui_ImplDX10_Shutdown()
+{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplDX10_InvalidateDeviceObjects();
+ if (bd->pFactory) { bd->pFactory->Release(); }
+ if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
+ io.BackendRendererName = NULL;
+ io.BackendRendererUserData = NULL;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplDX10_NewFrame()
+{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
+
+ if (!bd->pFontSampler)
+ ImGui_ImplDX10_CreateDeviceObjects();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_dx10.h b/Client/ThirdParty/imgui/backends/imgui_impl_dx10.h
new file mode 100644
index 0000000..31e62ac
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_dx10.h
@@ -0,0 +1,25 @@
+// dear imgui: Renderer Backend for DirectX10
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct ID3D10Device;
+
+IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
+IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_dx11.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_dx11.cpp
new file mode 100644
index 0000000..bfe5dca
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_dx11.cpp
@@ -0,0 +1,594 @@
+// dear imgui: Renderer Backend for DirectX11
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
+// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
+// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
+// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
+// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
+// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
+// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2016-05-07: DirectX11: Disabling depth-write.
+
+#include "imgui.h"
+#include "imgui_impl_dx11.h"
+
+// DirectX
+#include <stdio.h>
+#include <d3d11.h>
+#include <d3dcompiler.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
+
+// DirectX11 data
+struct ImGui_ImplDX11_Data
+{
+ ID3D11Device* pd3dDevice;
+ ID3D11DeviceContext* pd3dDeviceContext;
+ IDXGIFactory* pFactory;
+ ID3D11Buffer* pVB;
+ ID3D11Buffer* pIB;
+ ID3D11VertexShader* pVertexShader;
+ ID3D11InputLayout* pInputLayout;
+ ID3D11Buffer* pVertexConstantBuffer;
+ ID3D11PixelShader* pPixelShader;
+ ID3D11SamplerState* pFontSampler;
+ ID3D11ShaderResourceView* pFontTextureView;
+ ID3D11RasterizerState* pRasterizerState;
+ ID3D11BlendState* pBlendState;
+ ID3D11DepthStencilState* pDepthStencilState;
+ int VertexBufferSize;
+ int IndexBufferSize;
+
+ ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+}
+
+// Functions
+static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
+{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+
+ // Setup viewport
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = draw_data->DisplaySize.x;
+ vp.Height = draw_data->DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0;
+ ctx->RSSetViewports(1, &vp);
+
+ // Setup shader and vertex buffers
+ unsigned int stride = sizeof(ImDrawVert);
+ unsigned int offset = 0;
+ ctx->IASetInputLayout(bd->pInputLayout);
+ ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
+ ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+ ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->VSSetShader(bd->pVertexShader, NULL, 0);
+ ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
+ ctx->PSSetShader(bd->pPixelShader, NULL, 0);
+ ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
+ ctx->GSSetShader(NULL, NULL, 0);
+ ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
+ ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
+ ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
+
+ // Setup blend state
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
+ ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
+ ctx->RSSetState(bd->pRasterizerState);
+}
+
+// Render function
+void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
+
+ // Create and grow vertex/index buffers if needed
+ if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
+ bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ D3D11_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
+ desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
+ return;
+ }
+ if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
+ bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ D3D11_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
+ desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
+ return;
+ }
+
+ // Upload vertex/index data into a single contiguous GPU buffer
+ D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
+ if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
+ return;
+ if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
+ return;
+ ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
+ ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ ctx->Unmap(bd->pVB, 0);
+ ctx->Unmap(bd->pIB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ {
+ D3D11_MAPPED_SUBRESOURCE mapped_resource;
+ if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+ return;
+ VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ ctx->Unmap(bd->pVertexConstantBuffer, 0);
+ }
+
+ // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+ struct BACKUP_DX11_STATE
+ {
+ UINT ScissorRectsCount, ViewportsCount;
+ D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ ID3D11RasterizerState* RS;
+ ID3D11BlendState* BlendState;
+ FLOAT BlendFactor[4];
+ UINT SampleMask;
+ UINT StencilRef;
+ ID3D11DepthStencilState* DepthStencilState;
+ ID3D11ShaderResourceView* PSShaderResource;
+ ID3D11SamplerState* PSSampler;
+ ID3D11PixelShader* PS;
+ ID3D11VertexShader* VS;
+ ID3D11GeometryShader* GS;
+ UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
+ ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
+ D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
+ ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+ UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+ DXGI_FORMAT IndexBufferFormat;
+ ID3D11InputLayout* InputLayout;
+ };
+ BACKUP_DX11_STATE old = {};
+ old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+ ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
+ ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
+ ctx->RSGetState(&old.RS);
+ ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
+ ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
+ ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
+ ctx->PSGetSamplers(0, 1, &old.PSSampler);
+ old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
+ ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
+ ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
+ ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
+ ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
+
+ ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
+ ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
+ ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
+ ctx->IAGetInputLayout(&old.InputLayout);
+
+ // Setup desired DX state
+ ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_idx_offset = 0;
+ int global_vtx_offset = 0;
+ ImVec2 clip_off = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != NULL)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+ ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle
+ const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ ctx->RSSetScissorRects(1, &r);
+
+ // Bind texture, Draw
+ ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
+ ctx->PSSetShaderResources(0, 1, &texture_srv);
+ ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // Restore modified DX state
+ ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
+ ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
+ ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
+ ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
+ ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
+ ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
+ ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
+ ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
+ for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
+ ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
+ ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
+ ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
+ for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
+ ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
+ ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
+ ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
+ ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
+}
+
+static void ImGui_ImplDX11_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D* pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = pixels;
+ subResource.SysMemPitch = desc.Width * 4;
+ subResource.SysMemSlicePitch = 0;
+ bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+ IM_ASSERT(pTexture != NULL);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
+ }
+}
+
+bool ImGui_ImplDX11_CreateDeviceObjects()
+{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ if (!bd->pd3dDevice)
+ return false;
+ if (bd->pFontSampler)
+ ImGui_ImplDX11_InvalidateDeviceObjects();
+
+ // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX11 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ ID3DBlob* vertexShaderBlob;
+ if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
+ {
+ vertexShaderBlob->Release();
+ return false;
+ }
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC local_layout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+ if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
+ {
+ vertexShaderBlob->Release();
+ return false;
+ }
+ vertexShaderBlob->Release();
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC desc;
+ desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ ID3DBlob* pixelShaderBlob;
+ if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
+ {
+ pixelShaderBlob->Release();
+ return false;
+ }
+ pixelShaderBlob->Release();
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
+ }
+
+ // Create the rasterizer state
+ {
+ D3D11_RASTERIZER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.FillMode = D3D11_FILL_SOLID;
+ desc.CullMode = D3D11_CULL_NONE;
+ desc.ScissorEnable = true;
+ desc.DepthClipEnable = true;
+ bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
+ }
+
+ // Create depth-stencil State
+ {
+ D3D11_DEPTH_STENCIL_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
+ }
+
+ ImGui_ImplDX11_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX11_InvalidateDeviceObjects()
+{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ if (!bd->pd3dDevice)
+ return;
+
+ if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
+ if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+ if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
+ if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
+ if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
+ if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
+ if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
+ if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
+ if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
+ if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
+}
+
+bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_dx11";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ // Get factory from device
+ IDXGIDevice* pDXGIDevice = NULL;
+ IDXGIAdapter* pDXGIAdapter = NULL;
+ IDXGIFactory* pFactory = NULL;
+
+ if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
+ if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
+ if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
+ {
+ bd->pd3dDevice = device;
+ bd->pd3dDeviceContext = device_context;
+ bd->pFactory = pFactory;
+ }
+ if (pDXGIDevice) pDXGIDevice->Release();
+ if (pDXGIAdapter) pDXGIAdapter->Release();
+ bd->pd3dDevice->AddRef();
+ bd->pd3dDeviceContext->AddRef();
+
+ return true;
+}
+
+void ImGui_ImplDX11_Shutdown()
+{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplDX11_InvalidateDeviceObjects();
+ if (bd->pFactory) { bd->pFactory->Release(); }
+ if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
+ if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
+ io.BackendRendererName = NULL;
+ io.BackendRendererUserData = NULL;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplDX11_NewFrame()
+{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
+
+ if (!bd->pFontSampler)
+ ImGui_ImplDX11_CreateDeviceObjects();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_dx11.h b/Client/ThirdParty/imgui/backends/imgui_impl_dx11.h
new file mode 100644
index 0000000..a83bce1
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_dx11.h
@@ -0,0 +1,26 @@
+// dear imgui: Renderer Backend for DirectX11
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct ID3D11Device;
+struct ID3D11DeviceContext;
+
+IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
+IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_dx12.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_dx12.cpp
new file mode 100644
index 0000000..5058885
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_dx12.cpp
@@ -0,0 +1,746 @@
+// dear imgui: Renderer Backend for DirectX12
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
+// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+// To build this on 32-bit systems:
+// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
+// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
+// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
+// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
+// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
+// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
+// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
+// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
+// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-03-29: Misc: Various minor tidying up.
+// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
+// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
+// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
+// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <d3dcompiler.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
+
+// DirectX data
+struct ImGui_ImplDX12_RenderBuffers
+{
+ ID3D12Resource* IndexBuffer;
+ ID3D12Resource* VertexBuffer;
+ int IndexBufferSize;
+ int VertexBufferSize;
+};
+
+struct ImGui_ImplDX12_Data
+{
+ ID3D12Device* pd3dDevice;
+ ID3D12RootSignature* pRootSignature;
+ ID3D12PipelineState* pPipelineState;
+ DXGI_FORMAT RTVFormat;
+ ID3D12Resource* pFontTextureResource;
+ D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
+ D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
+
+ ImGui_ImplDX12_RenderBuffers* pFrameResources;
+ UINT numFramesInFlight;
+ UINT frameIndex;
+
+ ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+}
+
+// Functions
+static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
+ {
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
+ }
+
+ // Setup viewport
+ D3D12_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+ vp.Width = draw_data->DisplaySize.x;
+ vp.Height = draw_data->DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0.0f;
+ ctx->RSSetViewports(1, &vp);
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(ImDrawVert);
+ unsigned int offset = 0;
+ D3D12_VERTEX_BUFFER_VIEW vbv;
+ memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
+ vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
+ vbv.SizeInBytes = fr->VertexBufferSize * stride;
+ vbv.StrideInBytes = stride;
+ ctx->IASetVertexBuffers(0, 1, &vbv);
+ D3D12_INDEX_BUFFER_VIEW ibv;
+ memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
+ ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
+ ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
+ ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+ ctx->IASetIndexBuffer(&ibv);
+ ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->SetPipelineState(bd->pPipelineState);
+ ctx->SetGraphicsRootSignature(bd->pRootSignature);
+ ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
+
+ // Setup blend factor
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendFactor(blend_factor);
+}
+
+template<typename T>
+static inline void SafeRelease(T*& res)
+{
+ if (res)
+ res->Release();
+ res = NULL;
+}
+
+// Render function
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ // FIXME: I'm assuming that this only gets called once per frame!
+ // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ bd->frameIndex = bd->frameIndex + 1;
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
+
+ // Create and grow vertex/index buffers if needed
+ if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ SafeRelease(fr->VertexBuffer);
+ fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
+ return;
+ }
+ if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ SafeRelease(fr->IndexBuffer);
+ fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
+ return;
+ }
+
+ // Upload vertex/index data into a single contiguous GPU buffer
+ void* vtx_resource, *idx_resource;
+ D3D12_RANGE range;
+ memset(&range, 0, sizeof(D3D12_RANGE));
+ if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
+ return;
+ if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
+ return;
+ ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
+ ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ fr->VertexBuffer->Unmap(0, &range);
+ fr->IndexBuffer->Unmap(0, &range);
+
+ // Setup desired DX state
+ ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ ImVec2 clip_off = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != NULL)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+ ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply Scissor/clipping rectangle, Bind texture, Draw
+ const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
+ texture_handle.ptr = (UINT64)pcmd->GetTexID();
+ ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
+ ctx->RSSetScissorRects(1, &r);
+ ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_DEFAULT;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ D3D12_RESOURCE_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+ desc.Alignment = 0;
+ desc.Width = width;
+ desc.Height = height;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ ID3D12Resource* pTexture = NULL;
+ bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
+
+ UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+ UINT uploadSize = height * uploadPitch;
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Alignment = 0;
+ desc.Width = uploadSize;
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ ID3D12Resource* uploadBuffer = NULL;
+ HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ void* mapped = NULL;
+ D3D12_RANGE range = { 0, uploadSize };
+ hr = uploadBuffer->Map(0, &range, &mapped);
+ IM_ASSERT(SUCCEEDED(hr));
+ for (int y = 0; y < height; y++)
+ memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
+ uploadBuffer->Unmap(0, &range);
+
+ D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
+ srcLocation.pResource = uploadBuffer;
+ srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+ srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srcLocation.PlacedFootprint.Footprint.Width = width;
+ srcLocation.PlacedFootprint.Footprint.Height = height;
+ srcLocation.PlacedFootprint.Footprint.Depth = 1;
+ srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
+
+ D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
+ dstLocation.pResource = pTexture;
+ dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+ dstLocation.SubresourceIndex = 0;
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = pTexture;
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+
+ ID3D12Fence* fence = NULL;
+ hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ HANDLE event = CreateEvent(0, 0, 0, 0);
+ IM_ASSERT(event != NULL);
+
+ D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+ queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ queueDesc.NodeMask = 1;
+
+ ID3D12CommandQueue* cmdQueue = NULL;
+ hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12CommandAllocator* cmdAlloc = NULL;
+ hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12GraphicsCommandList* cmdList = NULL;
+ hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
+ cmdList->ResourceBarrier(1, &barrier);
+
+ hr = cmdList->Close();
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
+ hr = cmdQueue->Signal(fence, 1);
+ IM_ASSERT(SUCCEEDED(hr));
+
+ fence->SetEventOnCompletion(1, event);
+ WaitForSingleObject(event, INFINITE);
+
+ cmdList->Release();
+ cmdAlloc->Release();
+ cmdQueue->Release();
+ CloseHandle(event);
+ fence->Release();
+ uploadBuffer->Release();
+
+ // Create texture view
+ D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
+ SafeRelease(bd->pFontTextureResource);
+ bd->pFontTextureResource = pTexture;
+ }
+
+ // Store our identifier
+ // READ THIS IF THE STATIC_ASSERT() TRIGGERS:
+ // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
+ // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+ // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
+ // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
+ // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
+ // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
+ static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
+ io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
+}
+
+bool ImGui_ImplDX12_CreateDeviceObjects()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return false;
+ if (bd->pPipelineState)
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+
+ // Create the root signature
+ {
+ D3D12_DESCRIPTOR_RANGE descRange = {};
+ descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ descRange.NumDescriptors = 1;
+ descRange.BaseShaderRegister = 0;
+ descRange.RegisterSpace = 0;
+ descRange.OffsetInDescriptorsFromTableStart = 0;
+
+ D3D12_ROOT_PARAMETER param[2] = {};
+
+ param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+ param[0].Constants.ShaderRegister = 0;
+ param[0].Constants.RegisterSpace = 0;
+ param[0].Constants.Num32BitValues = 16;
+ param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+ param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ param[1].DescriptorTable.NumDescriptorRanges = 1;
+ param[1].DescriptorTable.pDescriptorRanges = &descRange;
+ param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ D3D12_STATIC_SAMPLER_DESC staticSampler = {};
+ staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.MipLODBias = 0.f;
+ staticSampler.MaxAnisotropy = 0;
+ staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
+ staticSampler.MinLOD = 0.f;
+ staticSampler.MaxLOD = 0.f;
+ staticSampler.ShaderRegister = 0;
+ staticSampler.RegisterSpace = 0;
+ staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ D3D12_ROOT_SIGNATURE_DESC desc = {};
+ desc.NumParameters = _countof(param);
+ desc.pParameters = param;
+ desc.NumStaticSamplers = 1;
+ desc.pStaticSamplers = &staticSampler;
+ desc.Flags =
+ D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
+
+ // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
+ // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
+ static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
+ if (d3d12_dll == NULL)
+ {
+ // Attempt to load d3d12.dll from local directories. This will only succeed if
+ // (1) the current OS is Windows 7, and
+ // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
+ // See https://github.com/ocornut/imgui/pull/3696 for details.
+ const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
+ for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
+ if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
+ break;
+
+ // If failed, we are on Windows >= 10.
+ if (d3d12_dll == NULL)
+ d3d12_dll = ::LoadLibraryA("d3d12.dll");
+
+ if (d3d12_dll == NULL)
+ return false;
+ }
+
+ PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
+ if (D3D12SerializeRootSignatureFn == NULL)
+ return false;
+
+ ID3DBlob* blob = NULL;
+ if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
+ return false;
+
+ bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
+ blob->Release();
+ }
+
+ // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX12 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
+ memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+ psoDesc.NodeMask = 1;
+ psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ psoDesc.pRootSignature = bd->pRootSignature;
+ psoDesc.SampleMask = UINT_MAX;
+ psoDesc.NumRenderTargets = 1;
+ psoDesc.RTVFormats[0] = bd->RTVFormat;
+ psoDesc.SampleDesc.Count = 1;
+ psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
+
+ ID3DBlob* vertexShaderBlob;
+ ID3DBlob* pixelShaderBlob;
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
+ return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
+
+ // Create the input layout
+ static D3D12_INPUT_ELEMENT_DESC local_layout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ };
+ psoDesc.InputLayout = { local_layout, 3 };
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ SamplerState sampler0 : register(s0);\
+ Texture2D texture0 : register(t0);\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
+ {
+ vertexShaderBlob->Release();
+ return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ }
+ psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
+ }
+
+ // Create the blending setup
+ {
+ D3D12_BLEND_DESC& desc = psoDesc.BlendState;
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
+ desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+ }
+
+ // Create the rasterizer state
+ {
+ D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
+ desc.FillMode = D3D12_FILL_MODE_SOLID;
+ desc.CullMode = D3D12_CULL_MODE_NONE;
+ desc.FrontCounterClockwise = FALSE;
+ desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+ desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+ desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+ desc.DepthClipEnable = true;
+ desc.MultisampleEnable = FALSE;
+ desc.AntialiasedLineEnable = FALSE;
+ desc.ForcedSampleCount = 0;
+ desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+ }
+
+ // Create depth-stencil State
+ {
+ D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ }
+
+ HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
+ vertexShaderBlob->Release();
+ pixelShaderBlob->Release();
+ if (result_pipeline_state != S_OK)
+ return false;
+
+ ImGui_ImplDX12_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return;
+ ImGuiIO& io = ImGui::GetIO();
+
+ SafeRelease(bd->pRootSignature);
+ SafeRelease(bd->pPipelineState);
+ SafeRelease(bd->pFontTextureResource);
+ io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
+ {
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
+ SafeRelease(fr->IndexBuffer);
+ SafeRelease(fr->VertexBuffer);
+ }
+}
+
+bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_dx12";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ bd->pd3dDevice = device;
+ bd->RTVFormat = rtv_format;
+ bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+ bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+ bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
+ bd->numFramesInFlight = num_frames_in_flight;
+ bd->frameIndex = UINT_MAX;
+ IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
+
+ // Create buffers with a default size (they will later be grown as needed)
+ for (int i = 0; i < num_frames_in_flight; i++)
+ {
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
+ fr->IndexBuffer = NULL;
+ fr->VertexBuffer = NULL;
+ fr->IndexBufferSize = 10000;
+ fr->VertexBufferSize = 5000;
+ }
+
+ return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ delete[] bd->pFrameResources;
+ io.BackendRendererName = NULL;
+ io.BackendRendererUserData = NULL;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplDX12_NewFrame()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
+
+ if (!bd->pPipelineState)
+ ImGui_ImplDX12_CreateDeviceObjects();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_dx12.h b/Client/ThirdParty/imgui/backends/imgui_impl_dx12.h
new file mode 100644
index 0000000..899c822
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_dx12.h
@@ -0,0 +1,39 @@
+// dear imgui: Renderer Backend for DirectX12
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
+// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+#include <dxgiformat.h> // DXGI_FORMAT
+
+struct ID3D12Device;
+struct ID3D12DescriptorHeap;
+struct ID3D12GraphicsCommandList;
+struct D3D12_CPU_DESCRIPTOR_HANDLE;
+struct D3D12_GPU_DESCRIPTOR_HANDLE;
+
+// cmd_list is the command list that the implementation will use to render imgui draw lists.
+// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
+// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
+// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
+IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
+IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_dx9.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_dx9.cpp
new file mode 100644
index 0000000..9234cb0
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_dx9.cpp
@@ -0,0 +1,378 @@
+// dear imgui: Renderer Backend for DirectX9
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
+// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
+// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
+// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
+// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
+// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
+// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
+// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+
+#include "imgui.h"
+#include "imgui_impl_dx9.h"
+
+// DirectX
+#include <d3d9.h>
+
+// DirectX data
+struct ImGui_ImplDX9_Data
+{
+ LPDIRECT3DDEVICE9 pd3dDevice;
+ LPDIRECT3DVERTEXBUFFER9 pVB;
+ LPDIRECT3DINDEXBUFFER9 pIB;
+ LPDIRECT3DTEXTURE9 FontTexture;
+ int VertexBufferSize;
+ int IndexBufferSize;
+
+ ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct CUSTOMVERTEX
+{
+ float pos[3];
+ D3DCOLOR col;
+ float uv[2];
+};
+#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
+
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
+#else
+#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
+#endif
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+}
+
+// Functions
+static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+
+ // Setup viewport
+ D3DVIEWPORT9 vp;
+ vp.X = vp.Y = 0;
+ vp.Width = (DWORD)draw_data->DisplaySize.x;
+ vp.Height = (DWORD)draw_data->DisplaySize.y;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ bd->pd3dDevice->SetViewport(&vp);
+
+ // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
+ bd->pd3dDevice->SetPixelShader(NULL);
+ bd->pd3dDevice->SetVertexShader(NULL);
+ bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
+ bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
+ bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+ bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
+ bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
+ bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
+ bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
+ bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
+ bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
+ bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+ // Setup orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
+ {
+ float L = draw_data->DisplayPos.x + 0.5f;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
+ float T = draw_data->DisplayPos.y + 0.5f;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
+ D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
+ D3DMATRIX mat_projection =
+ { { {
+ 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
+ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.5f, 0.0f,
+ (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
+ } } };
+ bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
+ bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
+ bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
+ }
+}
+
+// Render function.
+void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ // Create and grow buffers if needed
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
+ bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0)
+ return;
+ }
+ if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
+ bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0)
+ return;
+ }
+
+ // Backup the DX9 state
+ IDirect3DStateBlock9* d3d9_state_block = NULL;
+ if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
+ return;
+ if (d3d9_state_block->Capture() < 0)
+ {
+ d3d9_state_block->Release();
+ return;
+ }
+
+ // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
+ D3DMATRIX last_world, last_view, last_projection;
+ bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
+ bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
+ bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
+
+ // Allocate buffers
+ CUSTOMVERTEX* vtx_dst;
+ ImDrawIdx* idx_dst;
+ if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
+ {
+ d3d9_state_block->Release();
+ return;
+ }
+ if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
+ {
+ bd->pVB->Unlock();
+ d3d9_state_block->Release();
+ return;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
+ // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
+ // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
+ // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
+ for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->pos[2] = 0.0f;
+ vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst++;
+ vtx_src++;
+ }
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ bd->pVB->Unlock();
+ bd->pIB->Unlock();
+ bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
+ bd->pd3dDevice->SetIndices(bd->pIB);
+ bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
+
+ // Setup desired DX state
+ ImGui_ImplDX9_SetupRenderState(draw_data);
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ ImVec2 clip_off = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != NULL)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplDX9_SetupRenderState(draw_data);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+ ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply Scissor/clipping rectangle, Bind texture, Draw
+ const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
+ bd->pd3dDevice->SetTexture(0, texture);
+ bd->pd3dDevice->SetScissorRect(&r);
+ bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // Restore the DX9 transform
+ bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
+ bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
+ bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
+
+ // Restore the DX9 state
+ d3d9_state_block->Apply();
+ d3d9_state_block->Release();
+}
+
+bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_dx9";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ bd->pd3dDevice = device;
+ bd->pd3dDevice->AddRef();
+
+ return true;
+}
+
+void ImGui_ImplDX9_Shutdown()
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplDX9_InvalidateDeviceObjects();
+ if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
+ io.BackendRendererName = NULL;
+ io.BackendRendererUserData = NULL;
+ IM_DELETE(bd);
+}
+
+static bool ImGui_ImplDX9_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ unsigned char* pixels;
+ int width, height, bytes_per_pixel;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
+
+ // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
+#ifndef IMGUI_USE_BGRA_PACKED_COLOR
+ if (io.Fonts->TexPixelsUseColors)
+ {
+ ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
+ for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
+ *dst = IMGUI_COL_TO_DX9_ARGB(*src);
+ pixels = (unsigned char*)dst_start;
+ }
+#endif
+
+ // Upload texture to graphics system
+ bd->FontTexture = NULL;
+ if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0)
+ return false;
+ D3DLOCKED_RECT tex_locked_rect;
+ if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
+ return false;
+ for (int y = 0; y < height; y++)
+ memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
+ bd->FontTexture->UnlockRect(0);
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
+
+#ifndef IMGUI_USE_BGRA_PACKED_COLOR
+ if (io.Fonts->TexPixelsUseColors)
+ ImGui::MemFree(pixels);
+#endif
+
+ return true;
+}
+
+bool ImGui_ImplDX9_CreateDeviceObjects()
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return false;
+ if (!ImGui_ImplDX9_CreateFontsTexture())
+ return false;
+ return true;
+}
+
+void ImGui_ImplDX9_InvalidateDeviceObjects()
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return;
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
+ if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
+ if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+}
+
+void ImGui_ImplDX9_NewFrame()
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
+
+ if (!bd->FontTexture)
+ ImGui_ImplDX9_CreateDeviceObjects();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_dx9.h b/Client/ThirdParty/imgui/backends/imgui_impl_dx9.h
new file mode 100644
index 0000000..6dc805b
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_dx9.h
@@ -0,0 +1,25 @@
+// dear imgui: Renderer Backend for DirectX9
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct IDirect3DDevice9;
+
+IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
+IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_glfw.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_glfw.cpp
new file mode 100644
index 0000000..bf2a654
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_glfw.cpp
@@ -0,0 +1,454 @@
+// dear imgui: Platform Backend for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (Requires: GLFW 3.1+)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
+// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
+// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
+// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
+// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
+// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
+// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
+// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+
+// GLFW
+#include <GLFW/glfw3.h>
+#ifdef _WIN32
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#include <GLFW/glfw3native.h> // for glfwGetWin32Window
+#endif
+#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
+#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
+#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
+#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
+#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
+#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
+#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
+#else
+#define GLFW_HAS_NEW_CURSORS (0)
+#endif
+
+// GLFW data
+enum GlfwClientApi
+{
+ GlfwClientApi_Unknown,
+ GlfwClientApi_OpenGL,
+ GlfwClientApi_Vulkan
+};
+
+struct ImGui_ImplGlfw_Data
+{
+ GLFWwindow* Window;
+ GlfwClientApi ClientApi;
+ double Time;
+ GLFWwindow* MouseWindow;
+ bool MouseJustPressed[ImGuiMouseButton_COUNT];
+ GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ bool InstalledCallbacks;
+
+ // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+ GLFWwindowfocusfun PrevUserCallbackWindowFocus;
+ GLFWcursorenterfun PrevUserCallbackCursorEnter;
+ GLFWmousebuttonfun PrevUserCallbackMousebutton;
+ GLFWscrollfun PrevUserCallbackScroll;
+ GLFWkeyfun PrevUserCallbackKey;
+ GLFWcharfun PrevUserCallbackChar;
+ GLFWmonitorfun PrevUserCallbackMonitor;
+
+ ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
+// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
+// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
+}
+
+// Functions
+static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
+{
+ return glfwGetClipboardString((GLFWwindow*)user_data);
+}
+
+static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
+{
+ glfwSetClipboardString((GLFWwindow*)user_data, text);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
+ bd->PrevUserCallbackMousebutton(window, button, action, mods);
+
+ if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
+ bd->MouseJustPressed[button] = true;
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
+ bd->PrevUserCallbackScroll(window, xoffset, yoffset);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheelH += (float)xoffset;
+ io.MouseWheel += (float)yoffset;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
+ bd->PrevUserCallbackKey(window, key, scancode, action, mods);
+
+ ImGuiIO& io = ImGui::GetIO();
+ if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
+ {
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ }
+
+ // Modifiers are not reliable across systems
+ io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
+ io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
+ io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
+#ifdef _WIN32
+ io.KeySuper = false;
+#else
+ io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
+#endif
+}
+
+void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
+ bd->PrevUserCallbackWindowFocus(window, focused);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddFocusEvent(focused != 0);
+}
+
+void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
+ bd->PrevUserCallbackCursorEnter(window, entered);
+
+ if (entered)
+ bd->MouseWindow = window;
+ if (!entered && bd->MouseWindow == window)
+ bd->MouseWindow = NULL;
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
+ bd->PrevUserCallbackChar(window, c);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddInputCharacter(c);
+}
+
+void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
+{
+ // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
+}
+
+static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = "imgui_impl_glfw";
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ bd->Window = window;
+ bd->Time = 0.0;
+
+ // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
+ io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
+ io.ClipboardUserData = bd->Window;
+#if defined(_WIN32)
+ io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window);
+#endif
+
+ // Create mouse cursors
+ // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
+ // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
+ // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
+ GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
+#if GLFW_HAS_NEW_CURSORS
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
+#else
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+#endif
+ glfwSetErrorCallback(prev_error_callback);
+
+ // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+ bd->PrevUserCallbackWindowFocus = NULL;
+ bd->PrevUserCallbackMousebutton = NULL;
+ bd->PrevUserCallbackScroll = NULL;
+ bd->PrevUserCallbackKey = NULL;
+ bd->PrevUserCallbackChar = NULL;
+ bd->PrevUserCallbackMonitor = NULL;
+ if (install_callbacks)
+ {
+ bd->InstalledCallbacks = true;
+ bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
+ bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
+ bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+ bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+ bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+ bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+ bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
+ }
+
+ bd->ClientApi = client_api;
+ return true;
+}
+
+bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
+}
+
+bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
+}
+
+bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
+}
+
+void ImGui_ImplGlfw_Shutdown()
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ if (bd->InstalledCallbacks)
+ {
+ glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
+ glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
+ glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
+ glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
+ glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
+ glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
+ glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
+ }
+
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ glfwDestroyCursor(bd->MouseCursors[cursor_n]);
+
+ io.BackendPlatformName = NULL;
+ io.BackendPlatformUserData = NULL;
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ const ImVec2 mouse_pos_prev = io.MousePos;
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+
+ // Update mouse buttons
+ // (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame)
+ for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+ {
+ io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
+ bd->MouseJustPressed[i] = false;
+ }
+
+#ifdef __EMSCRIPTEN__
+ const bool focused = true;
+#else
+ const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
+#endif
+ GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL;
+
+ // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos && focused)
+ glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y);
+
+ // Set Dear ImGui mouse position from OS position
+ if (mouse_window != NULL)
+ {
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
+ }
+}
+
+static void ImGui_ImplGlfw_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
+ glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
+ glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ }
+}
+
+static void ImGui_ImplGlfw_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ return;
+
+ // Update gamepad inputs
+ #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
+ #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
+ int axes_count = 0, buttons_count = 0;
+ const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
+ const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
+ MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
+ MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
+ MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
+ MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
+ MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
+ MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
+ MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
+ MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
+ MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
+ MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
+ MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+ if (axes_count > 0 && buttons_count > 0)
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ else
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(bd->Window, &w, &h);
+ glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ if (w > 0 && h > 0)
+ io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+
+ // Setup time step
+ double current_time = glfwGetTime();
+ io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ ImGui_ImplGlfw_UpdateMousePosAndButtons();
+ ImGui_ImplGlfw_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplGlfw_UpdateGamepads();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_glfw.h b/Client/ThirdParty/imgui/backends/imgui_impl_glfw.h
new file mode 100644
index 0000000..5e1fb06
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_glfw.h
@@ -0,0 +1,41 @@
+// dear imgui: Platform Backend for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
+// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// About GLSL version:
+// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
+// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct GLFWwindow;
+struct GLFWmonitor;
+
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
+
+// GLFW callbacks
+// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
+// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
+IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
+IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
+IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
+IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_glut.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_glut.cpp
new file mode 100644
index 0000000..85bea77
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_glut.cpp
@@ -0,0 +1,217 @@
+// dear imgui: Platform Backend for GLUT/FreeGLUT
+// This needs to be used along with a Renderer (e.g. OpenGL2)
+
+// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
+// !!! Nowadays, prefer using GLFW or SDL instead!
+
+// Issues:
+// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
+// [ ] Platform: Missing mouse cursor shape/visibility support.
+// [ ] Platform: Missing clipboard support (not supported by Glut).
+// [ ] Platform: Missing gamepad support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
+// 2019-03-25: Misc: Made io.DeltaTime always above zero.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-03-22: Added GLUT Platform binding.
+
+#include "imgui.h"
+#include "imgui_impl_glut.h"
+#ifdef __APPLE__
+#include <GLUT/glut.h>
+#else
+#include <GL/freeglut.h>
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#endif
+
+static int g_Time = 0; // Current time, in milliseconds
+
+bool ImGui_ImplGLUT_Init()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+#ifdef FREEGLUT
+ io.BackendPlatformName = "imgui_impl_glut (freeglut)";
+#else
+ io.BackendPlatformName = "imgui_impl_glut";
+#endif
+
+ g_Time = 0;
+
+ // Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
+ io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I
+ io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP;
+ io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN;
+ io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END;
+ io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = 127;
+ io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H
+ io.KeyMap[ImGuiKey_Space] = ' ';
+ io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
+ io.KeyMap[ImGuiKey_Escape] = 27;
+ io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ return true;
+}
+
+void ImGui_ImplGLUT_InstallFuncs()
+{
+ glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc);
+ glutMotionFunc(ImGui_ImplGLUT_MotionFunc);
+ glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc);
+ glutMouseFunc(ImGui_ImplGLUT_MouseFunc);
+#ifdef __FREEGLUT_EXT_H__
+ glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc);
+#endif
+ glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc);
+ glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc);
+ glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc);
+ glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc);
+}
+
+void ImGui_ImplGLUT_Shutdown()
+{
+}
+
+void ImGui_ImplGLUT_NewFrame()
+{
+ // Setup time step
+ ImGuiIO& io = ImGui::GetIO();
+ int current_time = glutGet(GLUT_ELAPSED_TIME);
+ int delta_time_ms = (current_time - g_Time);
+ if (delta_time_ms <= 0)
+ delta_time_ms = 1;
+ io.DeltaTime = delta_time_ms / 1000.0f;
+ g_Time = current_time;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+static void ImGui_ImplGLUT_UpdateKeyboardMods()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ int mods = glutGetModifiers();
+ io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0;
+ io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0;
+ io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0;
+}
+
+void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
+{
+ // Send character to imgui
+ //printf("char_down_func %d '%c'\n", c, c);
+ ImGuiIO& io = ImGui::GetIO();
+ if (c >= 32)
+ io.AddInputCharacter((unsigned int)c);
+
+ // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
+ // This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
+ if (c >= 1 && c <= 26)
+ io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;
+ else if (c >= 'a' && c <= 'z')
+ io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true;
+ else if (c >= 'A' && c <= 'Z')
+ io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true;
+ else
+ io.KeysDown[c] = true;
+ ImGui_ImplGLUT_UpdateKeyboardMods();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
+{
+ //printf("char_up_func %d '%c'\n", c, c);
+ ImGuiIO& io = ImGui::GetIO();
+ if (c >= 1 && c <= 26)
+ io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false;
+ else if (c >= 'a' && c <= 'z')
+ io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false;
+ else if (c >= 'A' && c <= 'Z')
+ io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false;
+ else
+ io.KeysDown[c] = false;
+ ImGui_ImplGLUT_UpdateKeyboardMods();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
+{
+ //printf("key_down_func %d\n", key);
+ ImGuiIO& io = ImGui::GetIO();
+ if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
+ io.KeysDown[key + 256] = true;
+ ImGui_ImplGLUT_UpdateKeyboardMods();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
+{
+ //printf("key_up_func %d\n", key);
+ ImGuiIO& io = ImGui::GetIO();
+ if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
+ io.KeysDown[key + 256] = false;
+ ImGui_ImplGLUT_UpdateKeyboardMods();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MousePos = ImVec2((float)x, (float)y);
+ int button = -1;
+ if (glut_button == GLUT_LEFT_BUTTON) button = 0;
+ if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
+ if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
+ if (button != -1 && state == GLUT_DOWN)
+ io.MouseDown[button] = true;
+ if (button != -1 && state == GLUT_UP)
+ io.MouseDown[button] = false;
+}
+
+#ifdef __FREEGLUT_EXT_H__
+void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MousePos = ImVec2((float)x, (float)y);
+ if (dir > 0)
+ io.MouseWheel += 1.0;
+ else if (dir < 0)
+ io.MouseWheel -= 1.0;
+ (void)button; // Unused
+}
+#endif
+
+void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)w, (float)h);
+}
+
+void ImGui_ImplGLUT_MotionFunc(int x, int y)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MousePos = ImVec2((float)x, (float)y);
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_glut.h b/Client/ThirdParty/imgui/backends/imgui_impl_glut.h
new file mode 100644
index 0000000..96c779f
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_glut.h
@@ -0,0 +1,37 @@
+// dear imgui: Platform Backend for GLUT/FreeGLUT
+// This needs to be used along with a Renderer (e.g. OpenGL2)
+
+// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
+// !!! Nowadays, prefer using GLFW or SDL instead!
+
+// Issues:
+// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
+// [ ] Platform: Missing mouse cursor shape/visibility support.
+// [ ] Platform: Missing clipboard support (not supported by Glut).
+// [ ] Platform: Missing gamepad support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
+IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
+IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
+
+// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
+// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
+//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
+IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_marmalade.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_marmalade.cpp
new file mode 100644
index 0000000..aa6b320
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_marmalade.cpp
@@ -0,0 +1,318 @@
+// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
+// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
+// Missing features:
+// [ ] Renderer: Clipping rectangles are not honored.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
+// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+
+#include "imgui.h"
+#include "imgui_impl_marmalade.h"
+
+#include <s3eClipboard.h>
+#include <s3ePointer.h>
+#include <s3eKeyboard.h>
+#include <IwTexture.h>
+#include <IwGx.h>
+
+// Data
+static double g_Time = 0.0f;
+static bool g_MousePressed[3] = { false, false, false };
+static CIwTexture* g_FontTexture = NULL;
+static char* g_ClipboardText = NULL;
+static bool g_osdKeyboardEnabled = false;
+
+// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
+static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f);
+
+// Render function.
+void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ // Render command lists
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+ const int nVert = cmd_list->VtxBuffer.Size;
+ CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
+ CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
+ CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
+
+ for (int i = 0; i < nVert; i++)
+ {
+ // FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix.
+ pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
+ pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
+ pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
+ pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
+ pColStream[i] = cmd_list->VtxBuffer[i].col;
+ }
+
+ IwGxSetVertStreamScreenSpace(pVertStream, nVert);
+ IwGxSetUVStream(pUVStream);
+ IwGxSetColStream(pColStream, nVert);
+ IwGxSetNormStream(0);
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // FIXME: Not honoring ClipRect fields.
+ CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
+ pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
+ pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
+ pCurrentMaterial->SetFiltering(false);
+ pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
+ pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
+ pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
+ pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID());
+ IwGxSetMaterial(pCurrentMaterial);
+ IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
+ }
+ idx_buffer += pcmd->ElemCount;
+ }
+ IwGxFlush();
+ }
+
+ // TODO: restore modified state (i.e. mvp matrix)
+}
+
+static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
+{
+ if (!s3eClipboardAvailable())
+ return NULL;
+
+ if (int size = s3eClipboardGetText(NULL, 0))
+ {
+ if (g_ClipboardText)
+ delete[] g_ClipboardText;
+ g_ClipboardText = new char[size];
+ g_ClipboardText[0] = '\0';
+ s3eClipboardGetText(g_ClipboardText, size);
+ }
+
+ return g_ClipboardText;
+}
+
+static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
+{
+ if (s3eClipboardAvailable())
+ s3eClipboardSetText(text);
+}
+
+int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
+{
+ // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
+ // button was pressed. For touchscreen this should always have the value
+ // S3E_POINTER_BUTTON_SELECT
+ s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
+
+ if (pEvent->m_Pressed == 1)
+ {
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
+ g_MousePressed[0] = true;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
+ g_MousePressed[1] = true;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
+ g_MousePressed[2] = true;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
+ io.MouseWheel += pEvent->m_y;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
+ io.MouseWheel += pEvent->m_y;
+ }
+
+ return 0;
+}
+
+int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
+ if (e->m_Pressed == 1)
+ io.KeysDown[e->m_Key] = true;
+ if (e->m_Pressed == 0)
+ io.KeysDown[e->m_Key] = false;
+
+ io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
+ io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
+ io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
+ io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;
+
+ return 0;
+}
+
+int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
+ io.AddInputCharacter((unsigned int)e->m_Char);
+
+ return 0;
+}
+
+bool ImGui_Marmalade_CreateDeviceObjects()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ g_FontTexture = new CIwTexture();
+ g_FontTexture->SetModifiable(true);
+ CIwImage& image = g_FontTexture->GetImage();
+ image.SetFormat(CIwImage::ARGB_8888);
+ image.SetWidth(width);
+ image.SetHeight(height);
+ image.SetBuffers(); // allocates and own buffers
+ image.ReadTexels(pixels);
+ g_FontTexture->SetMipMapping(false);
+ g_FontTexture->SetFiltering(false);
+ g_FontTexture->Upload();
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)g_FontTexture);
+
+ return true;
+}
+
+void ImGui_Marmalade_InvalidateDeviceObjects()
+{
+ if (g_ClipboardText)
+ {
+ delete[] g_ClipboardText;
+ g_ClipboardText = NULL;
+ }
+
+ if (g_FontTexture)
+ {
+ ImGui::GetIO().Fonts->SetTexID(0);
+ delete g_FontTexture;
+ g_FontTexture = NULL;
+ }
+}
+
+bool ImGui_Marmalade_Init(bool install_callbacks)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
+
+ // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_Tab] = s3eKeyTab
+ io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
+ io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
+ io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
+ io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
+ io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
+ io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
+ io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
+ io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
+ io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
+ io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
+ io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
+ io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
+ io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
+ io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
+ io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
+ io.KeyMap[ImGuiKey_A] = s3eKeyA;
+ io.KeyMap[ImGuiKey_C] = s3eKeyC;
+ io.KeyMap[ImGuiKey_V] = s3eKeyV;
+ io.KeyMap[ImGuiKey_X] = s3eKeyX;
+ io.KeyMap[ImGuiKey_Y] = s3eKeyY;
+ io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
+
+ io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
+
+ if (install_callbacks)
+ {
+ s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
+ s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
+ s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
+ }
+
+ return true;
+}
+
+void ImGui_Marmalade_Shutdown()
+{
+ ImGui_Marmalade_InvalidateDeviceObjects();
+}
+
+void ImGui_Marmalade_NewFrame()
+{
+ if (!g_FontTexture)
+ ImGui_Marmalade_CreateDeviceObjects();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
+ io.DisplayFramebufferScale = g_scale;
+
+ // Setup time step
+ double current_time = s3eTimerGetUST() / 1000.0f;
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
+ g_Time = current_time;
+
+ double mouse_x, mouse_y;
+ mouse_x = s3ePointerGetX();
+ mouse_y = s3ePointerGetY();
+ io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
+
+ for (int i = 0; i < 3; i++)
+ {
+ io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ g_MousePressed[i] = false;
+ }
+
+ // TODO: Hide OS mouse cursor if ImGui is drawing it
+ // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
+
+ // Show/hide OSD keyboard
+ if (io.WantTextInput)
+ {
+ // Some text input widget is active?
+ if (!g_osdKeyboardEnabled)
+ {
+ g_osdKeyboardEnabled = true;
+ s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
+ }
+ }
+ else
+ {
+ // No text input widget is active
+ if (g_osdKeyboardEnabled)
+ {
+ g_osdKeyboardEnabled = false;
+ s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
+ }
+ }
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_marmalade.h b/Client/ThirdParty/imgui/backends/imgui_impl_marmalade.h
new file mode 100644
index 0000000..87aaa47
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_marmalade.h
@@ -0,0 +1,28 @@
+// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
+// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
+IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
+IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
+IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();
+
+// Callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// You can also handle inputs yourself and use those as a reference.
+IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data);
+IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data);
+IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data);
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_metal.h b/Client/ThirdParty/imgui/backends/imgui_impl_metal.h
new file mode 100644
index 0000000..c0c6018
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_metal.h
@@ -0,0 +1,29 @@
+// dear imgui: Renderer Backend for Metal
+// This needs to be used along with a Platform Backend (e.g. OSX)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h" // IMGUI_IMPL_API
+
+@class MTLRenderPassDescriptor;
+@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
+
+IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
+IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
+IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
+ id<MTLCommandBuffer> commandBuffer,
+ id<MTLRenderCommandEncoder> commandEncoder);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
+IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
+IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_metal.mm b/Client/ThirdParty/imgui/backends/imgui_impl_metal.mm
new file mode 100644
index 0000000..18dcc91
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_metal.mm
@@ -0,0 +1,556 @@
+// dear imgui: Renderer Backend for Metal
+// This needs to be used along with a Platform Backend (e.g. OSX)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
+// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
+// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
+// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-07-05: Metal: Added new Metal backend implementation.
+
+#include "imgui.h"
+#include "imgui_impl_metal.h"
+
+#import <Metal/Metal.h>
+// #import <QuartzCore/CAMetalLayer.h> // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
+#import <simd/simd.h>
+
+#pragma mark - Support classes
+
+// A wrapper around a MTLBuffer object that knows the last time it was reused
+@interface MetalBuffer : NSObject
+@property (nonatomic, strong) id<MTLBuffer> buffer;
+@property (nonatomic, assign) NSTimeInterval lastReuseTime;
+- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
+@end
+
+// An object that encapsulates the data necessary to uniquely identify a
+// render pipeline state. These are used as cache keys.
+@interface FramebufferDescriptor : NSObject<NSCopying>
+@property (nonatomic, assign) unsigned long sampleCount;
+@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
+@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
+@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor;
+@end
+
+// A singleton that stores long-lived objects that are needed by the Metal
+// renderer backend. Stores the render pipeline state cache and the default
+// font texture, and manages the reusable buffer cache.
+@interface MetalContext : NSObject
+@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
+@property (nonatomic, strong) FramebufferDescriptor *framebufferDescriptor; // framebuffer descriptor for current frame; transient
+@property (nonatomic, strong) NSMutableDictionary *renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
+@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
+@property (nonatomic, strong) NSMutableArray<MetalBuffer *> *bufferCache;
+@property (nonatomic, assign) NSTimeInterval lastBufferCachePurge;
+- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device;
+- (void)makeFontTextureWithDevice:(id<MTLDevice>)device;
+- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
+- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
+- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
+- (void)emptyRenderPipelineStateCache;
+- (void)setupRenderState:(ImDrawData *)drawData
+ commandBuffer:(id<MTLCommandBuffer>)commandBuffer
+ commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
+ renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
+ vertexBuffer:(MetalBuffer *)vertexBuffer
+ vertexBufferOffset:(size_t)vertexBufferOffset;
+- (void)renderDrawData:(ImDrawData *)drawData
+ commandBuffer:(id<MTLCommandBuffer>)commandBuffer
+ commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
+@end
+
+static MetalContext *g_sharedMetalContext = nil;
+
+#pragma mark - ImGui API implementation
+
+bool ImGui_ImplMetal_Init(id<MTLDevice> device)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_metal";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ static dispatch_once_t onceToken;
+ dispatch_once(&onceToken, ^{
+ g_sharedMetalContext = [[MetalContext alloc] init];
+ });
+
+ ImGui_ImplMetal_CreateDeviceObjects(device);
+
+ return true;
+}
+
+void ImGui_ImplMetal_Shutdown()
+{
+ ImGui_ImplMetal_DestroyDeviceObjects();
+}
+
+void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
+{
+ IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
+
+ g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
+}
+
+// Metal Render function.
+void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
+{
+ [g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder];
+}
+
+bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
+{
+ [g_sharedMetalContext makeFontTextureWithDevice:device];
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.Fonts->SetTexID((__bridge void *)g_sharedMetalContext.fontTexture); // ImTextureID == void*
+
+ return (g_sharedMetalContext.fontTexture != nil);
+}
+
+void ImGui_ImplMetal_DestroyFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ g_sharedMetalContext.fontTexture = nil;
+ io.Fonts->SetTexID(nullptr);
+}
+
+bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
+{
+ [g_sharedMetalContext makeDeviceObjectsWithDevice:device];
+
+ ImGui_ImplMetal_CreateFontsTexture(device);
+
+ return true;
+}
+
+void ImGui_ImplMetal_DestroyDeviceObjects()
+{
+ ImGui_ImplMetal_DestroyFontsTexture();
+ [g_sharedMetalContext emptyRenderPipelineStateCache];
+}
+
+#pragma mark - MetalBuffer implementation
+
+@implementation MetalBuffer
+- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
+{
+ if ((self = [super init]))
+ {
+ _buffer = buffer;
+ _lastReuseTime = [NSDate date].timeIntervalSince1970;
+ }
+ return self;
+}
+@end
+
+#pragma mark - FramebufferDescriptor implementation
+
+@implementation FramebufferDescriptor
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
+{
+ if ((self = [super init]))
+ {
+ _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
+ _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
+ _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
+ _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
+ }
+ return self;
+}
+
+- (nonnull id)copyWithZone:(nullable NSZone *)zone
+{
+ FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
+ copy.sampleCount = self.sampleCount;
+ copy.colorPixelFormat = self.colorPixelFormat;
+ copy.depthPixelFormat = self.depthPixelFormat;
+ copy.stencilPixelFormat = self.stencilPixelFormat;
+ return copy;
+}
+
+- (NSUInteger)hash
+{
+ NSUInteger sc = _sampleCount & 0x3;
+ NSUInteger cf = _colorPixelFormat & 0x3FF;
+ NSUInteger df = _depthPixelFormat & 0x3FF;
+ NSUInteger sf = _stencilPixelFormat & 0x3FF;
+ NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
+ return hash;
+}
+
+- (BOOL)isEqual:(id)object
+{
+ FramebufferDescriptor *other = object;
+ if (![other isKindOfClass:[FramebufferDescriptor class]])
+ return NO;
+ return other.sampleCount == self.sampleCount &&
+ other.colorPixelFormat == self.colorPixelFormat &&
+ other.depthPixelFormat == self.depthPixelFormat &&
+ other.stencilPixelFormat == self.stencilPixelFormat;
+}
+
+@end
+
+#pragma mark - MetalContext implementation
+
+@implementation MetalContext
+- (instancetype)init {
+ if ((self = [super init]))
+ {
+ _renderPipelineStateCache = [NSMutableDictionary dictionary];
+ _bufferCache = [NSMutableArray array];
+ _lastBufferCachePurge = [NSDate date].timeIntervalSince1970;
+ }
+ return self;
+}
+
+- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
+{
+ MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
+ depthStencilDescriptor.depthWriteEnabled = NO;
+ depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
+ self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
+}
+
+// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
+// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
+// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
+// You can make that change in your implementation.
+- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
+{
+ ImGuiIO &io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
+ width:(NSUInteger)width
+ height:(NSUInteger)height
+ mipmapped:NO];
+ textureDescriptor.usage = MTLTextureUsageShaderRead;
+#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
+ textureDescriptor.storageMode = MTLStorageModeManaged;
+#else
+ textureDescriptor.storageMode = MTLStorageModeShared;
+#endif
+ id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
+ [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
+ self.fontTexture = texture;
+}
+
+- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
+{
+ NSTimeInterval now = [NSDate date].timeIntervalSince1970;
+
+ // Purge old buffers that haven't been useful for a while
+ if (now - self.lastBufferCachePurge > 1.0)
+ {
+ NSMutableArray *survivors = [NSMutableArray array];
+ for (MetalBuffer *candidate in self.bufferCache)
+ {
+ if (candidate.lastReuseTime > self.lastBufferCachePurge)
+ {
+ [survivors addObject:candidate];
+ }
+ }
+ self.bufferCache = [survivors mutableCopy];
+ self.lastBufferCachePurge = now;
+ }
+
+ // See if we have a buffer we can reuse
+ MetalBuffer *bestCandidate = nil;
+ for (MetalBuffer *candidate in self.bufferCache)
+ if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
+ bestCandidate = candidate;
+
+ if (bestCandidate != nil)
+ {
+ [self.bufferCache removeObject:bestCandidate];
+ bestCandidate.lastReuseTime = now;
+ return bestCandidate;
+ }
+
+ // No luck; make a new buffer
+ id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
+ return [[MetalBuffer alloc] initWithBuffer:backing];
+}
+
+- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
+{
+ [self.bufferCache addObject:buffer];
+}
+
+- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
+{
+ // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
+ // The hit rate for this cache should be very near 100%.
+ id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
+
+ if (renderPipelineState == nil)
+ {
+ // No luck; make a new render pipeline state
+ renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
+ // Cache render pipeline state for later reuse
+ self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
+ }
+
+ return renderPipelineState;
+}
+
+- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
+{
+ NSError *error = nil;
+
+ NSString *shaderSource = @""
+ "#include <metal_stdlib>\n"
+ "using namespace metal;\n"
+ "\n"
+ "struct Uniforms {\n"
+ " float4x4 projectionMatrix;\n"
+ "};\n"
+ "\n"
+ "struct VertexIn {\n"
+ " float2 position [[attribute(0)]];\n"
+ " float2 texCoords [[attribute(1)]];\n"
+ " uchar4 color [[attribute(2)]];\n"
+ "};\n"
+ "\n"
+ "struct VertexOut {\n"
+ " float4 position [[position]];\n"
+ " float2 texCoords;\n"
+ " float4 color;\n"
+ "};\n"
+ "\n"
+ "vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n"
+ " constant Uniforms &uniforms [[buffer(1)]]) {\n"
+ " VertexOut out;\n"
+ " out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
+ " out.texCoords = in.texCoords;\n"
+ " out.color = float4(in.color) / float4(255.0);\n"
+ " return out;\n"
+ "}\n"
+ "\n"
+ "fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
+ " texture2d<half, access::sample> texture [[texture(0)]]) {\n"
+ " constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
+ " half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
+ " return half4(in.color) * texColor;\n"
+ "}\n";
+
+ id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
+ if (library == nil)
+ {
+ NSLog(@"Error: failed to create Metal library: %@", error);
+ return nil;
+ }
+
+ id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
+ id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
+
+ if (vertexFunction == nil || fragmentFunction == nil)
+ {
+ NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
+ return nil;
+ }
+
+ MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
+ vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
+ vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
+ vertexDescriptor.attributes[0].bufferIndex = 0;
+ vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
+ vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
+ vertexDescriptor.attributes[1].bufferIndex = 0;
+ vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
+ vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
+ vertexDescriptor.attributes[2].bufferIndex = 0;
+ vertexDescriptor.layouts[0].stepRate = 1;
+ vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
+ vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
+
+ MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
+ pipelineDescriptor.vertexFunction = vertexFunction;
+ pipelineDescriptor.fragmentFunction = fragmentFunction;
+ pipelineDescriptor.vertexDescriptor = vertexDescriptor;
+ pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount;
+ pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
+ pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
+ pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
+ pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
+ pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+ pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
+ pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
+ pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+ pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
+ pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
+
+ id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
+ if (error != nil)
+ {
+ NSLog(@"Error: failed to create Metal pipeline state: %@", error);
+ }
+
+ return renderPipelineState;
+}
+
+- (void)emptyRenderPipelineStateCache
+{
+ [self.renderPipelineStateCache removeAllObjects];
+}
+
+- (void)setupRenderState:(ImDrawData *)drawData
+ commandBuffer:(id<MTLCommandBuffer>)commandBuffer
+ commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
+ renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
+ vertexBuffer:(MetalBuffer *)vertexBuffer
+ vertexBufferOffset:(size_t)vertexBufferOffset
+{
+ [commandEncoder setCullMode:MTLCullModeNone];
+ [commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to
+ // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+ MTLViewport viewport =
+ {
+ .originX = 0.0,
+ .originY = 0.0,
+ .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
+ .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
+ .znear = 0.0,
+ .zfar = 1.0
+ };
+ [commandEncoder setViewport:viewport];
+
+ float L = drawData->DisplayPos.x;
+ float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
+ float T = drawData->DisplayPos.y;
+ float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
+ float N = (float)viewport.znear;
+ float F = (float)viewport.zfar;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 1/(F-N), 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
+ };
+ [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
+
+ [commandEncoder setRenderPipelineState:renderPipelineState];
+
+ [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
+ [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
+}
+
+- (void)renderDrawData:(ImDrawData *)drawData
+ commandBuffer:(id<MTLCommandBuffer>)commandBuffer
+ commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
+ int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
+ return;
+
+ id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
+
+ size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
+ size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
+ MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
+ MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
+
+ [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0];
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
+ size_t vertexBufferOffset = 0;
+ size_t indexBufferOffset = 0;
+ for (int n = 0; n < drawData->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = drawData->CmdLists[n];
+
+ memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset];
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+ // Clamp to viewport as setScissorRect() won't accept values that are off bounds
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+ if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle
+ MTLScissorRect scissorRect =
+ {
+ .x = NSUInteger(clip_min.x),
+ .y = NSUInteger(clip_min.y),
+ .width = NSUInteger(clip_max.x - clip_min.x),
+ .height = NSUInteger(clip_max.y - clip_min.y)
+ };
+ [commandEncoder setScissorRect:scissorRect];
+
+ // Bind texture, Draw
+ if (ImTextureID tex_id = pcmd->GetTexID())
+ [commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
+
+ [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
+ [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
+ indexCount:pcmd->ElemCount
+ indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
+ indexBuffer:indexBuffer.buffer
+ indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
+ }
+ }
+
+ vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
+ indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
+ }
+
+ __weak id weakSelf = self;
+ [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
+ {
+ dispatch_async(dispatch_get_main_queue(), ^{
+ [weakSelf enqueueReusableBuffer:vertexBuffer];
+ [weakSelf enqueueReusableBuffer:indexBuffer];
+ });
+ }];
+}
+
+@end
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_opengl2.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_opengl2.cpp
new file mode 100644
index 0000000..ee52632
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_opengl2.cpp
@@ -0,0 +1,285 @@
+// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in imgui_impl_opengl3.cpp**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver.
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
+// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
+// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
+// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
+// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
+// 2017-09-01: OpenGL: Save and restore current polygon mode.
+// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
+// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+
+#include "imgui.h"
+#include "imgui_impl_opengl2.h"
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h> // intptr_t
+#else
+#include <stdint.h> // intptr_t
+#endif
+
+// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
+#if defined(_WIN32) && !defined(APIENTRY)
+#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
+#endif
+#if defined(_WIN32) && !defined(WINGDIAPI)
+#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
+#endif
+#if defined(__APPLE__)
+#define GL_SILENCE_DEPRECATION
+#include <OpenGL/gl.h>
+#else
+#include <GL/gl.h>
+#endif
+
+struct ImGui_ImplOpenGL2_Data
+{
+ GLuint FontTexture;
+
+ ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+}
+
+// Functions
+bool ImGui_ImplOpenGL2_Init()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_opengl2";
+
+ return true;
+}
+
+void ImGui_ImplOpenGL2_Shutdown()
+{
+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+ IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplOpenGL2_DestroyDeviceObjects();
+ io.BackendRendererName = NULL;
+ io.BackendRendererUserData = NULL;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplOpenGL2_NewFrame()
+{
+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
+
+ if (!bd->FontTexture)
+ ImGui_ImplOpenGL2_CreateDeviceObjects();
+}
+
+static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
+{
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+ glEnable(GL_SCISSOR_TEST);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glEnable(GL_TEXTURE_2D);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ glShadeModel(GL_SMOOTH);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+ // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
+ // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
+ // GLint last_program;
+ // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ // glUseProgram(0);
+ // ImGui_ImplOpenGL2_RenderDrawData(...);
+ // glUseProgram(last_program)
+ // There are potentially many more states you could need to clear/setup that we can't access from default headers.
+ // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+}
+
+// OpenGL2 Render function.
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
+// This is in order to be able to run within an OpenGL engine that doesn't do so.
+void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width == 0 || fb_height == 0)
+ return;
+
+ // Backup GL state
+ GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+ GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
+ GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
+ glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
+
+ // Setup desired GL state
+ ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
+ glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
+
+ // Bind texture, Draw
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
+ }
+ idx_buffer += pcmd->ElemCount;
+ }
+ }
+
+ // Restore modified GL state
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glPopAttrib();
+ glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
+ glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+ glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+ glShadeModel(last_shade_model);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
+}
+
+bool ImGui_ImplOpenGL2_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+ // Upload texture to graphics system
+ GLint last_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGenTextures(1, &bd->FontTexture);
+ glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
+
+ // Restore state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+
+ return true;
+}
+
+void ImGui_ImplOpenGL2_DestroyFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+ if (bd->FontTexture)
+ {
+ glDeleteTextures(1, &bd->FontTexture);
+ io.Fonts->SetTexID(0);
+ bd->FontTexture = 0;
+ }
+}
+
+bool ImGui_ImplOpenGL2_CreateDeviceObjects()
+{
+ return ImGui_ImplOpenGL2_CreateFontsTexture();
+}
+
+void ImGui_ImplOpenGL2_DestroyDeviceObjects()
+{
+ ImGui_ImplOpenGL2_DestroyFontsTexture();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_opengl2.h b/Client/ThirdParty/imgui/backends/imgui_impl_opengl2.h
new file mode 100644
index 0000000..d00d27f
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_opengl2.h
@@ -0,0 +1,32 @@
+// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in imgui_impl_opengl3.cpp**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver.
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_opengl3.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_opengl3.cpp
new file mode 100644
index 0000000..58664ea
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_opengl3.cpp
@@ -0,0 +1,778 @@
+// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 2.x 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
+// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
+// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
+// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
+// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
+// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
+// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
+// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
+// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
+// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
+// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
+// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
+// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
+// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
+// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
+// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
+// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
+// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
+// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
+// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
+// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
+// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
+// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
+// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
+// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
+// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
+// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
+// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
+// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
+// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
+// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
+// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
+// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
+// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
+// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
+// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
+// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+
+//----------------------------------------
+// OpenGL GLSL GLSL
+// version version string
+//----------------------------------------
+// 2.0 110 "#version 110"
+// 2.1 120 "#version 120"
+// 3.0 130 "#version 130"
+// 3.1 140 "#version 140"
+// 3.2 150 "#version 150"
+// 3.3 330 "#version 330 core"
+// 4.0 400 "#version 400 core"
+// 4.1 410 "#version 410 core"
+// 4.2 420 "#version 410 core"
+// 4.3 430 "#version 430 core"
+// ES 2.0 100 "#version 100" = WebGL 1.0
+// ES 3.0 300 "#version 300 es" = WebGL 2.0
+//----------------------------------------
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h> // intptr_t
+#else
+#include <stdint.h> // intptr_t
+#endif
+
+// GL includes
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <GLES2/gl2.h>
+#if defined(__EMSCRIPTEN__)
+#ifndef GL_GLEXT_PROTOTYPES
+#define GL_GLEXT_PROTOTYPES
+#endif
+#include <GLES2/gl2ext.h>
+#endif
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
+#include <OpenGLES/ES3/gl.h> // Use GL ES 3
+#else
+#include <GLES3/gl3.h> // Use GL ES 3
+#endif
+#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
+// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
+// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
+// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
+// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
+// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
+// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
+#define IMGL3W_IMPL
+#include "imgui_impl_opengl3_loader.h"
+#endif
+
+// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
+#ifndef IMGUI_IMPL_OPENGL_ES2
+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+#elif defined(__EMSCRIPTEN__)
+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+#define glBindVertexArray glBindVertexArrayOES
+#define glGenVertexArrays glGenVertexArraysOES
+#define glDeleteVertexArrays glDeleteVertexArraysOES
+#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
+#endif
+
+// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
+#ifdef GL_POLYGON_MODE
+#define IMGUI_IMPL_HAS_POLYGON_MODE
+#endif
+
+// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+#endif
+
+// Desktop GL 3.3+ has glBindSampler()
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+#endif
+
+// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+#endif
+
+// Desktop GL use extension detection
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
+#endif
+
+// OpenGL Data
+struct ImGui_ImplOpenGL3_Data
+{
+ GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
+ char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
+ GLuint FontTexture;
+ GLuint ShaderHandle;
+ GLint AttribLocationTex; // Uniforms location
+ GLint AttribLocationProjMtx;
+ GLuint AttribLocationVtxPos; // Vertex attributes location
+ GLuint AttribLocationVtxUV;
+ GLuint AttribLocationVtxColor;
+ unsigned int VboHandle, ElementsHandle;
+ bool HasClipOrigin;
+
+ ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+}
+
+// Functions
+bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
+
+ // Initialize our loader
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+ if (imgl3wInit() != 0)
+ {
+ fprintf(stderr, "Failed to initialize OpenGL loader!\n");
+ return false;
+ }
+#endif
+
+ // Setup backend capabilities flags
+ ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_opengl3";
+
+ // Query for GL version (e.g. 320 for GL 3.2)
+#if !defined(IMGUI_IMPL_OPENGL_ES2)
+ GLint major = 0;
+ GLint minor = 0;
+ glGetIntegerv(GL_MAJOR_VERSION, &major);
+ glGetIntegerv(GL_MINOR_VERSION, &minor);
+ if (major == 0 && minor == 0)
+ {
+ // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
+ const char* gl_version = (const char*)glGetString(GL_VERSION);
+ sscanf(gl_version, "%d.%d", &major, &minor);
+ }
+ bd->GlVersion = (GLuint)(major * 100 + minor * 10);
+#else
+ bd->GlVersion = 200; // GLES 2
+#endif
+
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+ if (bd->GlVersion >= 320)
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+#endif
+
+ // Store GLSL version string so we can refer to it later in case we recreate shaders.
+ // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
+ if (glsl_version == NULL)
+ {
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+ glsl_version = "#version 100";
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+ glsl_version = "#version 300 es";
+#elif defined(__APPLE__)
+ glsl_version = "#version 150";
+#else
+ glsl_version = "#version 130";
+#endif
+ }
+ IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
+ strcpy(bd->GlslVersionString, glsl_version);
+ strcat(bd->GlslVersionString, "\n");
+
+ // Make an arbitrary GL call (we don't actually need the result)
+ // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
+ GLint current_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
+
+ // Detect extensions we support
+ bd->HasClipOrigin = (bd->GlVersion >= 450);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
+ GLint num_extensions = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
+ for (GLint i = 0; i < num_extensions; i++)
+ {
+ const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
+ if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
+ bd->HasClipOrigin = true;
+ }
+#endif
+
+ return true;
+}
+
+void ImGui_ImplOpenGL3_Shutdown()
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplOpenGL3_DestroyDeviceObjects();
+ io.BackendRendererName = NULL;
+ io.BackendRendererUserData = NULL;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplOpenGL3_NewFrame()
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
+
+ if (!bd->ShaderHandle)
+ ImGui_ImplOpenGL3_CreateDeviceObjects();
+}
+
+static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glEnable(GL_SCISSOR_TEST);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+ if (bd->GlVersion >= 310)
+ glDisable(GL_PRIMITIVE_RESTART);
+#endif
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+#endif
+
+ // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
+#if defined(GL_CLIP_ORIGIN)
+ bool clip_origin_lower_left = true;
+ if (bd->HasClipOrigin)
+ {
+ GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
+ if (current_clip_origin == GL_UPPER_LEFT)
+ clip_origin_lower_left = false;
+ }
+#endif
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+#if defined(GL_CLIP_ORIGIN)
+ if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
+#endif
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
+ };
+ glUseProgram(bd->ShaderHandle);
+ glUniform1i(bd->AttribLocationTex, 0);
+ glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+ if (bd->GlVersion >= 330)
+ glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
+#endif
+
+ (void)vertex_array_object;
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ glBindVertexArray(vertex_array_object);
+#endif
+
+ // Bind vertex/index buffers and setup attributes for ImDrawVert
+ glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
+ glEnableVertexAttribArray(bd->AttribLocationVtxPos);
+ glEnableVertexAttribArray(bd->AttribLocationVtxUV);
+ glEnableVertexAttribArray(bd->AttribLocationVtxColor);
+ glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
+}
+
+// OpenGL3 Render function.
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
+// This is in order to be able to run within an OpenGL engine that doesn't do so.
+void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0)
+ return;
+
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+ // Backup GL state
+ GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
+ glActiveTexture(GL_TEXTURE0);
+ GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
+ GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+ GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
+#endif
+ GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
+#endif
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
+ GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+#endif
+ GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
+ GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
+ GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
+ GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
+ GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
+ GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
+ GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
+ GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
+ GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
+ GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+ GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
+#endif
+
+ // Setup desired GL state
+ // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
+ // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
+ GLuint vertex_array_object = 0;
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ glGenVertexArrays(1, &vertex_array_object);
+#endif
+ ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+
+ // Upload vertex/index buffers
+ glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != NULL)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
+ glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
+
+ // Bind texture, Draw
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+ if (bd->GlVersion >= 320)
+ glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
+ else
+#endif
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
+ }
+ }
+ }
+
+ // Destroy the temporary VAO
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ glDeleteVertexArrays(1, &vertex_array_object);
+#endif
+
+ // Restore modified GL state
+ glUseProgram(last_program);
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+ if (bd->GlVersion >= 330)
+ glBindSampler(0, last_sampler);
+#endif
+ glActiveTexture(last_active_texture);
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ glBindVertexArray(last_vertex_array_object);
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+ glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
+ glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
+ if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
+ if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
+ if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
+ if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
+ if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+ if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
+#endif
+
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
+ glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
+#endif
+ glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+ glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+ (void)bd; // Not all compilation paths use this
+}
+
+bool ImGui_ImplOpenGL3_CreateFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+ // Build texture atlas
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+ // Upload texture to graphics system
+ GLint last_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGenTextures(1, &bd->FontTexture);
+ glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+#endif
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
+
+ // Restore state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+
+ return true;
+}
+
+void ImGui_ImplOpenGL3_DestroyFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ if (bd->FontTexture)
+ {
+ glDeleteTextures(1, &bd->FontTexture);
+ io.Fonts->SetTexID(0);
+ bd->FontTexture = 0;
+ }
+}
+
+// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
+static bool CheckShader(GLuint handle, const char* desc)
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ GLint status = 0, log_length = 0;
+ glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
+ glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+ if ((GLboolean)status == GL_FALSE)
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
+ if (log_length > 1)
+ {
+ ImVector<char> buf;
+ buf.resize((int)(log_length + 1));
+ glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ fprintf(stderr, "%s\n", buf.begin());
+ }
+ return (GLboolean)status == GL_TRUE;
+}
+
+// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
+static bool CheckProgram(GLuint handle, const char* desc)
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ GLint status = 0, log_length = 0;
+ glGetProgramiv(handle, GL_LINK_STATUS, &status);
+ glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+ if ((GLboolean)status == GL_FALSE)
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
+ if (log_length > 1)
+ {
+ ImVector<char> buf;
+ buf.resize((int)(log_length + 1));
+ glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ fprintf(stderr, "%s\n", buf.begin());
+ }
+ return (GLboolean)status == GL_TRUE;
+}
+
+bool ImGui_ImplOpenGL3_CreateDeviceObjects()
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+ // Backup GL state
+ GLint last_texture, last_array_buffer;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ GLint last_vertex_array;
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+#endif
+
+ // Parse GLSL version string
+ int glsl_version = 130;
+ sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
+
+ const GLchar* vertex_shader_glsl_120 =
+ "uniform mat4 ProjMtx;\n"
+ "attribute vec2 Position;\n"
+ "attribute vec2 UV;\n"
+ "attribute vec4 Color;\n"
+ "varying vec2 Frag_UV;\n"
+ "varying vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_130 =
+ "uniform mat4 ProjMtx;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Color;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_300_es =
+ "precision highp float;\n"
+ "layout (location = 0) in vec2 Position;\n"
+ "layout (location = 1) in vec2 UV;\n"
+ "layout (location = 2) in vec4 Color;\n"
+ "uniform mat4 ProjMtx;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_410_core =
+ "layout (location = 0) in vec2 Position;\n"
+ "layout (location = 1) in vec2 UV;\n"
+ "layout (location = 2) in vec4 Color;\n"
+ "uniform mat4 ProjMtx;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_120 =
+ "#ifdef GL_ES\n"
+ " precision mediump float;\n"
+ "#endif\n"
+ "uniform sampler2D Texture;\n"
+ "varying vec2 Frag_UV;\n"
+ "varying vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_130 =
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_300_es =
+ "precision mediump float;\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "layout (location = 0) out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_410_core =
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "uniform sampler2D Texture;\n"
+ "layout (location = 0) out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ // Select shaders matching our GLSL versions
+ const GLchar* vertex_shader = NULL;
+ const GLchar* fragment_shader = NULL;
+ if (glsl_version < 130)
+ {
+ vertex_shader = vertex_shader_glsl_120;
+ fragment_shader = fragment_shader_glsl_120;
+ }
+ else if (glsl_version >= 410)
+ {
+ vertex_shader = vertex_shader_glsl_410_core;
+ fragment_shader = fragment_shader_glsl_410_core;
+ }
+ else if (glsl_version == 300)
+ {
+ vertex_shader = vertex_shader_glsl_300_es;
+ fragment_shader = fragment_shader_glsl_300_es;
+ }
+ else
+ {
+ vertex_shader = vertex_shader_glsl_130;
+ fragment_shader = fragment_shader_glsl_130;
+ }
+
+ // Create shaders
+ const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
+ GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
+ glCompileShader(vert_handle);
+ CheckShader(vert_handle, "vertex shader");
+
+ const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
+ GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
+ glCompileShader(frag_handle);
+ CheckShader(frag_handle, "fragment shader");
+
+ // Link
+ bd->ShaderHandle = glCreateProgram();
+ glAttachShader(bd->ShaderHandle, vert_handle);
+ glAttachShader(bd->ShaderHandle, frag_handle);
+ glLinkProgram(bd->ShaderHandle);
+ CheckProgram(bd->ShaderHandle, "shader program");
+
+ glDetachShader(bd->ShaderHandle, vert_handle);
+ glDetachShader(bd->ShaderHandle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+
+ bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
+ bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
+ bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
+ bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
+ bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
+
+ // Create buffers
+ glGenBuffers(1, &bd->VboHandle);
+ glGenBuffers(1, &bd->ElementsHandle);
+
+ ImGui_ImplOpenGL3_CreateFontsTexture();
+
+ // Restore modified GL state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ glBindVertexArray(last_vertex_array);
+#endif
+
+ return true;
+}
+
+void ImGui_ImplOpenGL3_DestroyDeviceObjects()
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
+ if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
+ if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
+ ImGui_ImplOpenGL3_DestroyFontsTexture();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_opengl3.h b/Client/ThirdParty/imgui/backends/imgui_impl_opengl3.h
new file mode 100644
index 0000000..98c9aca
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_opengl3.h
@@ -0,0 +1,55 @@
+// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 2.x 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// About GLSL version:
+// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
+// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
+// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+// Backend API
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
+
+// (Optional) Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
+
+// Specific OpenGL ES versions
+//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
+//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
+
+// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
+#if !defined(IMGUI_IMPL_OPENGL_ES2) \
+ && !defined(IMGUI_IMPL_OPENGL_ES3)
+
+// Try to detect GLES on matching platforms
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
+#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
+#elif defined(__EMSCRIPTEN__)
+#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
+#else
+// Otherwise imgui_impl_opengl3_loader.h will be used.
+#endif
+
+#endif
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_opengl3_loader.h b/Client/ThirdParty/imgui/backends/imgui_impl_opengl3_loader.h
new file mode 100644
index 0000000..9313ded
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_opengl3_loader.h
@@ -0,0 +1,752 @@
+//-----------------------------------------------------------------------------
+// About imgui_impl_opengl3_loader.h:
+//
+// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
+// which proved to be endless problems for users.
+// Our loader is custom-generated, based on gl3w but automatically filtered to only include
+// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
+//
+// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
+// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
+//
+// Regenerate with:
+// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
+//
+// More info:
+// https://github.com/dearimgui/gl3w_stripped
+// https://github.com/ocornut/imgui/issues/4445
+//-----------------------------------------------------------------------------
+
+/*
+ * This file was generated with gl3w_gen.py, part of imgl3w
+ * (hosted at https://github.com/dearimgui/gl3w_stripped)
+ *
+ * This is free and unencumbered software released into the public domain.
+ *
+ * Anyone is free to copy, modify, publish, use, compile, sell, or
+ * distribute this software, either in source code form or as a compiled
+ * binary, for any purpose, commercial or non-commercial, and by any
+ * means.
+ *
+ * In jurisdictions that recognize copyright laws, the author or authors
+ * of this software dedicate any and all copyright interest in the
+ * software to the public domain. We make this dedication for the benefit
+ * of the public at large and to the detriment of our heirs and
+ * successors. We intend this dedication to be an overt act of
+ * relinquishment in perpetuity of all present and future rights to this
+ * software under copyright law.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#ifndef __gl3w_h_
+#define __gl3w_h_
+
+// Adapted from KHR/khrplatform.h to avoid including entire file.
+#ifndef __khrplatform_h_
+typedef float khronos_float_t;
+typedef signed char khronos_int8_t;
+typedef unsigned char khronos_uint8_t;
+typedef signed short int khronos_int16_t;
+typedef unsigned short int khronos_uint16_t;
+#ifdef _WIN64
+typedef signed long long int khronos_intptr_t;
+typedef signed long long int khronos_ssize_t;
+#else
+typedef signed long int khronos_intptr_t;
+typedef signed long int khronos_ssize_t;
+#endif
+
+#if defined(_MSC_VER) && !defined(__clang__)
+typedef signed __int64 khronos_int64_t;
+typedef unsigned __int64 khronos_uint64_t;
+#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
+#include <stdint.h>
+typedef int64_t khronos_int64_t;
+typedef uint64_t khronos_uint64_t;
+#else
+typedef signed long long khronos_int64_t;
+typedef unsigned long long khronos_uint64_t;
+#endif
+#endif // __khrplatform_h_
+
+#ifndef __gl_glcorearb_h_
+#define __gl_glcorearb_h_ 1
+#ifdef __cplusplus
+extern "C" {
+#endif
+/*
+** Copyright 2013-2020 The Khronos Group Inc.
+** SPDX-License-Identifier: MIT
+**
+** This header is generated from the Khronos OpenGL / OpenGL ES XML
+** API Registry. The current version of the Registry, generator scripts
+** used to make the header, and the header can be found at
+** https://github.com/KhronosGroup/OpenGL-Registry
+*/
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include <windows.h>
+#endif
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+#ifndef GLAPI
+#define GLAPI extern
+#endif
+/* glcorearb.h is for use with OpenGL core profile implementations.
+** It should should be placed in the same directory as gl.h and
+** included as <GL/glcorearb.h>.
+**
+** glcorearb.h includes only APIs in the latest OpenGL core profile
+** implementation together with APIs in newer ARB extensions which
+** can be supported by the core profile. It does not, and never will
+** include functionality removed from the core profile, such as
+** fixed-function vertex and fragment processing.
+**
+** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
+** <GL/glext.h> in the same source file.
+*/
+/* Generated C header for:
+ * API: gl
+ * Profile: core
+ * Versions considered: .*
+ * Versions emitted: .*
+ * Default extensions included: glcore
+ * Additional extensions included: _nomatch_^
+ * Extensions removed: _nomatch_^
+ */
+#ifndef GL_VERSION_1_0
+typedef void GLvoid;
+typedef unsigned int GLenum;
+
+typedef khronos_float_t GLfloat;
+typedef int GLint;
+typedef int GLsizei;
+typedef unsigned int GLbitfield;
+typedef double GLdouble;
+typedef unsigned int GLuint;
+typedef unsigned char GLboolean;
+typedef khronos_uint8_t GLubyte;
+#define GL_COLOR_BUFFER_BIT 0x00004000
+#define GL_FALSE 0
+#define GL_TRUE 1
+#define GL_TRIANGLES 0x0004
+#define GL_ONE 1
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_POLYGON_MODE 0x0B40
+#define GL_CULL_FACE 0x0B44
+#define GL_DEPTH_TEST 0x0B71
+#define GL_STENCIL_TEST 0x0B90
+#define GL_VIEWPORT 0x0BA2
+#define GL_BLEND 0x0BE2
+#define GL_SCISSOR_BOX 0x0C10
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_RGBA 0x1908
+#define GL_FILL 0x1B02
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+#define GL_LINEAR 0x2601
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
+typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
+typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
+typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
+GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
+GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI void APIENTRY glClear (GLbitfield mask);
+GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI void APIENTRY glDisable (GLenum cap);
+GLAPI void APIENTRY glEnable (GLenum cap);
+GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
+GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+GLAPI GLenum APIENTRY glGetError (void);
+GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
+GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
+GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
+GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+#endif /* GL_VERSION_1_0 */
+#ifndef GL_VERSION_1_1
+typedef khronos_float_t GLclampf;
+typedef double GLclampd;
+#define GL_TEXTURE_BINDING_2D 0x8069
+typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
+typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
+typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
+typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
+GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
+GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
+GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
+#endif
+#endif /* GL_VERSION_1_1 */
+#ifndef GL_VERSION_1_3
+#define GL_TEXTURE0 0x84C0
+#define GL_ACTIVE_TEXTURE 0x84E0
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveTexture (GLenum texture);
+#endif
+#endif /* GL_VERSION_1_3 */
+#ifndef GL_VERSION_1_4
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_FUNC_ADD 0x8006
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+GLAPI void APIENTRY glBlendEquation (GLenum mode);
+#endif
+#endif /* GL_VERSION_1_4 */
+#ifndef GL_VERSION_1_5
+typedef khronos_ssize_t GLsizeiptr;
+typedef khronos_intptr_t GLintptr;
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_STREAM_DRAW 0x88E0
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
+GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
+GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
+GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+#endif
+#endif /* GL_VERSION_1_5 */
+#ifndef GL_VERSION_2_0
+typedef char GLchar;
+typedef khronos_int16_t GLshort;
+typedef khronos_int8_t GLbyte;
+typedef khronos_uint16_t GLushort;
+#define GL_BLEND_EQUATION_RGB 0x8009
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_CURRENT_PROGRAM 0x8B8D
+#define GL_UPPER_LEFT 0x8CA2
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glCompileShader (GLuint shader);
+GLAPI GLuint APIENTRY glCreateProgram (void);
+GLAPI GLuint APIENTRY glCreateShader (GLenum type);
+GLAPI void APIENTRY glDeleteProgram (GLuint program);
+GLAPI void APIENTRY glDeleteShader (GLuint shader);
+GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
+GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glLinkProgram (GLuint program);
+GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+GLAPI void APIENTRY glUseProgram (GLuint program);
+GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
+GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+#endif
+#endif /* GL_VERSION_2_0 */
+#ifndef GL_VERSION_3_0
+typedef khronos_uint16_t GLhalf;
+#define GL_MAJOR_VERSION 0x821B
+#define GL_MINOR_VERSION 0x821C
+#define GL_NUM_EXTENSIONS 0x821D
+#define GL_FRAMEBUFFER_SRGB 0x8DB9
+#define GL_VERTEX_ARRAY_BINDING 0x85B5
+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
+GLAPI void APIENTRY glBindVertexArray (GLuint array);
+GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
+GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
+#endif
+#endif /* GL_VERSION_3_0 */
+#ifndef GL_VERSION_3_1
+#define GL_VERSION_3_1 1
+#define GL_PRIMITIVE_RESTART 0x8F9D
+#endif /* GL_VERSION_3_1 */
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+typedef struct __GLsync *GLsync;
+typedef khronos_uint64_t GLuint64;
+typedef khronos_int64_t GLint64;
+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+#endif
+#endif /* GL_VERSION_3_2 */
+#ifndef GL_VERSION_3_3
+#define GL_VERSION_3_3 1
+#define GL_SAMPLER_BINDING 0x8919
+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
+#endif
+#endif /* GL_VERSION_3_3 */
+#ifndef GL_VERSION_4_1
+typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
+#endif /* GL_VERSION_4_1 */
+#ifndef GL_VERSION_4_3
+typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+#endif /* GL_VERSION_4_3 */
+#ifndef GL_VERSION_4_5
+#define GL_CLIP_ORIGIN 0x935C
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
+#endif /* GL_VERSION_4_5 */
+#ifndef GL_ARB_bindless_texture
+typedef khronos_uint64_t GLuint64EXT;
+#endif /* GL_ARB_bindless_texture */
+#ifndef GL_ARB_cl_event
+struct _cl_context;
+struct _cl_event;
+#endif /* GL_ARB_cl_event */
+#ifndef GL_ARB_clip_control
+#define GL_ARB_clip_control 1
+#endif /* GL_ARB_clip_control */
+#ifndef GL_ARB_debug_output
+typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+#endif /* GL_ARB_debug_output */
+#ifndef GL_EXT_EGL_image_storage
+typedef void *GLeglImageOES;
+#endif /* GL_EXT_EGL_image_storage */
+#ifndef GL_EXT_direct_state_access
+typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
+#endif /* GL_EXT_direct_state_access */
+#ifndef GL_NV_draw_vulkan_image
+typedef void (APIENTRY *GLVULKANPROCNV)(void);
+#endif /* GL_NV_draw_vulkan_image */
+#ifndef GL_NV_gpu_shader5
+typedef khronos_int64_t GLint64EXT;
+#endif /* GL_NV_gpu_shader5 */
+#ifndef GL_NV_vertex_buffer_unified_memory
+typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
+#endif /* GL_NV_vertex_buffer_unified_memory */
+#ifdef __cplusplus
+}
+#endif
+#endif
+
+#ifndef GL3W_API
+#define GL3W_API
+#endif
+
+#ifndef __gl_h_
+#define __gl_h_
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#define GL3W_OK 0
+#define GL3W_ERROR_INIT -1
+#define GL3W_ERROR_LIBRARY_OPEN -2
+#define GL3W_ERROR_OPENGL_VERSION -3
+
+typedef void (*GL3WglProc)(void);
+typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
+
+/* gl3w api */
+GL3W_API int imgl3wInit(void);
+GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
+GL3W_API int imgl3wIsSupported(int major, int minor);
+GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
+
+/* gl3w internal state */
+union GL3WProcs {
+ GL3WglProc ptr[53];
+ struct {
+ PFNGLACTIVETEXTUREPROC ActiveTexture;
+ PFNGLATTACHSHADERPROC AttachShader;
+ PFNGLBINDBUFFERPROC BindBuffer;
+ PFNGLBINDSAMPLERPROC BindSampler;
+ PFNGLBINDTEXTUREPROC BindTexture;
+ PFNGLBINDVERTEXARRAYPROC BindVertexArray;
+ PFNGLBLENDEQUATIONPROC BlendEquation;
+ PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
+ PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
+ PFNGLBUFFERDATAPROC BufferData;
+ PFNGLCLEARPROC Clear;
+ PFNGLCLEARCOLORPROC ClearColor;
+ PFNGLCOMPILESHADERPROC CompileShader;
+ PFNGLCREATEPROGRAMPROC CreateProgram;
+ PFNGLCREATESHADERPROC CreateShader;
+ PFNGLDELETEBUFFERSPROC DeleteBuffers;
+ PFNGLDELETEPROGRAMPROC DeleteProgram;
+ PFNGLDELETESHADERPROC DeleteShader;
+ PFNGLDELETETEXTURESPROC DeleteTextures;
+ PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
+ PFNGLDETACHSHADERPROC DetachShader;
+ PFNGLDISABLEPROC Disable;
+ PFNGLDRAWELEMENTSPROC DrawElements;
+ PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
+ PFNGLENABLEPROC Enable;
+ PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
+ PFNGLGENBUFFERSPROC GenBuffers;
+ PFNGLGENTEXTURESPROC GenTextures;
+ PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
+ PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
+ PFNGLGETERRORPROC GetError;
+ PFNGLGETINTEGERVPROC GetIntegerv;
+ PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
+ PFNGLGETPROGRAMIVPROC GetProgramiv;
+ PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
+ PFNGLGETSHADERIVPROC GetShaderiv;
+ PFNGLGETSTRINGPROC GetString;
+ PFNGLGETSTRINGIPROC GetStringi;
+ PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
+ PFNGLISENABLEDPROC IsEnabled;
+ PFNGLLINKPROGRAMPROC LinkProgram;
+ PFNGLPIXELSTOREIPROC PixelStorei;
+ PFNGLPOLYGONMODEPROC PolygonMode;
+ PFNGLREADPIXELSPROC ReadPixels;
+ PFNGLSCISSORPROC Scissor;
+ PFNGLSHADERSOURCEPROC ShaderSource;
+ PFNGLTEXIMAGE2DPROC TexImage2D;
+ PFNGLTEXPARAMETERIPROC TexParameteri;
+ PFNGLUNIFORM1IPROC Uniform1i;
+ PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
+ PFNGLUSEPROGRAMPROC UseProgram;
+ PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
+ PFNGLVIEWPORTPROC Viewport;
+ } gl;
+};
+
+GL3W_API extern union GL3WProcs imgl3wProcs;
+
+/* OpenGL functions */
+#define glActiveTexture imgl3wProcs.gl.ActiveTexture
+#define glAttachShader imgl3wProcs.gl.AttachShader
+#define glBindBuffer imgl3wProcs.gl.BindBuffer
+#define glBindSampler imgl3wProcs.gl.BindSampler
+#define glBindTexture imgl3wProcs.gl.BindTexture
+#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
+#define glBlendEquation imgl3wProcs.gl.BlendEquation
+#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
+#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
+#define glBufferData imgl3wProcs.gl.BufferData
+#define glClear imgl3wProcs.gl.Clear
+#define glClearColor imgl3wProcs.gl.ClearColor
+#define glCompileShader imgl3wProcs.gl.CompileShader
+#define glCreateProgram imgl3wProcs.gl.CreateProgram
+#define glCreateShader imgl3wProcs.gl.CreateShader
+#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
+#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
+#define glDeleteShader imgl3wProcs.gl.DeleteShader
+#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
+#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
+#define glDetachShader imgl3wProcs.gl.DetachShader
+#define glDisable imgl3wProcs.gl.Disable
+#define glDrawElements imgl3wProcs.gl.DrawElements
+#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
+#define glEnable imgl3wProcs.gl.Enable
+#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
+#define glGenBuffers imgl3wProcs.gl.GenBuffers
+#define glGenTextures imgl3wProcs.gl.GenTextures
+#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
+#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
+#define glGetError imgl3wProcs.gl.GetError
+#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
+#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
+#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
+#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
+#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
+#define glGetString imgl3wProcs.gl.GetString
+#define glGetStringi imgl3wProcs.gl.GetStringi
+#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
+#define glIsEnabled imgl3wProcs.gl.IsEnabled
+#define glLinkProgram imgl3wProcs.gl.LinkProgram
+#define glPixelStorei imgl3wProcs.gl.PixelStorei
+#define glPolygonMode imgl3wProcs.gl.PolygonMode
+#define glReadPixels imgl3wProcs.gl.ReadPixels
+#define glScissor imgl3wProcs.gl.Scissor
+#define glShaderSource imgl3wProcs.gl.ShaderSource
+#define glTexImage2D imgl3wProcs.gl.TexImage2D
+#define glTexParameteri imgl3wProcs.gl.TexParameteri
+#define glUniform1i imgl3wProcs.gl.Uniform1i
+#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
+#define glUseProgram imgl3wProcs.gl.UseProgram
+#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
+#define glViewport imgl3wProcs.gl.Viewport
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
+#ifdef IMGL3W_IMPL
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include <stdlib.h>
+
+#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
+
+#if defined(_WIN32)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include <windows.h>
+
+static HMODULE libgl;
+typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
+static GL3WglGetProcAddr wgl_get_proc_address;
+
+static int open_libgl(void)
+{
+ libgl = LoadLibraryA("opengl32.dll");
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { FreeLibrary(libgl); }
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ res = (GL3WglProc)wgl_get_proc_address(proc);
+ if (!res)
+ res = (GL3WglProc)GetProcAddress(libgl, proc);
+ return res;
+}
+#elif defined(__APPLE__)
+#include <dlfcn.h>
+
+static void *libgl;
+static int open_libgl(void)
+{
+ libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { dlclose(libgl); }
+
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ *(void **)(&res) = dlsym(libgl, proc);
+ return res;
+}
+#else
+#include <dlfcn.h>
+
+static void *libgl;
+static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
+
+static int open_libgl(void)
+{
+ libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { dlclose(libgl); }
+
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ res = glx_get_proc_address((const GLubyte *)proc);
+ if (!res)
+ *(void **)(&res) = dlsym(libgl, proc);
+ return res;
+}
+#endif
+
+static struct { int major, minor; } version;
+
+static int parse_version(void)
+{
+ if (!glGetIntegerv)
+ return GL3W_ERROR_INIT;
+ glGetIntegerv(GL_MAJOR_VERSION, &version.major);
+ glGetIntegerv(GL_MINOR_VERSION, &version.minor);
+ if (version.major < 3)
+ return GL3W_ERROR_OPENGL_VERSION;
+ return GL3W_OK;
+}
+
+static void load_procs(GL3WGetProcAddressProc proc);
+
+int imgl3wInit(void)
+{
+ int res = open_libgl();
+ if (res)
+ return res;
+ atexit(close_libgl);
+ return imgl3wInit2(get_proc);
+}
+
+int imgl3wInit2(GL3WGetProcAddressProc proc)
+{
+ load_procs(proc);
+ return parse_version();
+}
+
+int imgl3wIsSupported(int major, int minor)
+{
+ if (major < 3)
+ return 0;
+ if (version.major == major)
+ return version.minor >= minor;
+ return version.major >= major;
+}
+
+GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
+
+static const char *proc_names[] = {
+ "glActiveTexture",
+ "glAttachShader",
+ "glBindBuffer",
+ "glBindSampler",
+ "glBindTexture",
+ "glBindVertexArray",
+ "glBlendEquation",
+ "glBlendEquationSeparate",
+ "glBlendFuncSeparate",
+ "glBufferData",
+ "glClear",
+ "glClearColor",
+ "glCompileShader",
+ "glCreateProgram",
+ "glCreateShader",
+ "glDeleteBuffers",
+ "glDeleteProgram",
+ "glDeleteShader",
+ "glDeleteTextures",
+ "glDeleteVertexArrays",
+ "glDetachShader",
+ "glDisable",
+ "glDrawElements",
+ "glDrawElementsBaseVertex",
+ "glEnable",
+ "glEnableVertexAttribArray",
+ "glGenBuffers",
+ "glGenTextures",
+ "glGenVertexArrays",
+ "glGetAttribLocation",
+ "glGetError",
+ "glGetIntegerv",
+ "glGetProgramInfoLog",
+ "glGetProgramiv",
+ "glGetShaderInfoLog",
+ "glGetShaderiv",
+ "glGetString",
+ "glGetStringi",
+ "glGetUniformLocation",
+ "glIsEnabled",
+ "glLinkProgram",
+ "glPixelStorei",
+ "glPolygonMode",
+ "glReadPixels",
+ "glScissor",
+ "glShaderSource",
+ "glTexImage2D",
+ "glTexParameteri",
+ "glUniform1i",
+ "glUniformMatrix4fv",
+ "glUseProgram",
+ "glVertexAttribPointer",
+ "glViewport",
+};
+
+GL3W_API union GL3WProcs imgl3wProcs;
+
+static void load_procs(GL3WGetProcAddressProc proc)
+{
+ size_t i;
+ for (i = 0; i < ARRAY_SIZE(proc_names); i++)
+ imgl3wProcs.ptr[i] = proc(proc_names[i]);
+}
+
+#ifdef __cplusplus
+}
+#endif
+#endif
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_osx.h b/Client/ThirdParty/imgui/backends/imgui_impl_osx.h
new file mode 100644
index 0000000..e4c1d04
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_osx.h
@@ -0,0 +1,24 @@
+// dear imgui: Platform Backend for OSX / Cocoa
+// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
+// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
+
+// Implemented features:
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
+// Issues:
+// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h" // IMGUI_IMPL_API
+
+@class NSEvent;
+@class NSView;
+
+IMGUI_IMPL_API bool ImGui_ImplOSX_Init();
+IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
+IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent* _Nonnull event, NSView* _Nullable view);
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_osx.mm b/Client/ThirdParty/imgui/backends/imgui_impl_osx.mm
new file mode 100644
index 0000000..97555e6
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_osx.mm
@@ -0,0 +1,387 @@
+// dear imgui: Platform Backend for OSX / Cocoa
+// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
+// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
+
+// Implemented features:
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
+// Issues:
+// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h"
+#include "imgui_impl_osx.h"
+#import <Cocoa/Cocoa.h>
+#include <mach/mach_time.h>
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards.
+// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events.
+// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
+// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
+// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down.
+// 2020-10-28: Inputs: Added a fix for handling keypad-enter key.
+// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
+// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+// 2019-10-11: Inputs: Fix using Backspace key.
+// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
+// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
+// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
+// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-07-07: Initial version.
+
+@class ImFocusObserver;
+
+// Data
+static double g_HostClockPeriod = 0.0;
+static double g_Time = 0.0;
+static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
+static bool g_MouseCursorHidden = false;
+static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
+static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
+static ImFocusObserver* g_FocusObserver = NULL;
+
+// Undocumented methods for creating cursors.
+@interface NSCursor()
++ (id)_windowResizeNorthWestSouthEastCursor;
++ (id)_windowResizeNorthEastSouthWestCursor;
++ (id)_windowResizeNorthSouthCursor;
++ (id)_windowResizeEastWestCursor;
+@end
+
+static void InitHostClockPeriod()
+{
+ struct mach_timebase_info info;
+ mach_timebase_info(&info);
+ g_HostClockPeriod = 1e-9 * ((double)info.denom / (double)info.numer); // Period is the reciprocal of frequency.
+}
+
+static double GetMachAbsoluteTimeInSeconds()
+{
+ return (double)mach_absolute_time() * g_HostClockPeriod;
+}
+
+static void resetKeys()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ memset(io.KeysDown, 0, sizeof(io.KeysDown));
+ io.KeyCtrl = io.KeyShift = io.KeyAlt = io.KeySuper = false;
+}
+
+@interface ImFocusObserver : NSObject
+
+- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
+- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
+
+@end
+
+@implementation ImFocusObserver
+
+- (void)onApplicationBecomeActive:(NSNotification*)aNotification
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddFocusEvent(true);
+}
+
+- (void)onApplicationBecomeInactive:(NSNotification*)aNotification
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddFocusEvent(false);
+
+ // Unfocused applications do not receive input events, therefore we must manually
+ // release any pressed keys when application loses focus, otherwise they would remain
+ // stuck in a pressed state. https://github.com/ocornut/imgui/issues/3832
+ resetKeys();
+}
+
+@end
+
+// Functions
+bool ImGui_ImplOSX_Init()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup backend capabilities flags
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
+ //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
+ io.BackendPlatformName = "imgui_impl_osx";
+
+ // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array.
+ const int offset_for_function_keys = 256 - 0xF700;
+ io.KeyMap[ImGuiKey_Tab] = '\t';
+ io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_Backspace] = 127;
+ io.KeyMap[ImGuiKey_Space] = 32;
+ io.KeyMap[ImGuiKey_Enter] = 13;
+ io.KeyMap[ImGuiKey_Escape] = 27;
+ io.KeyMap[ImGuiKey_KeyPadEnter] = 3;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ // Load cursors. Some of them are undocumented.
+ g_MouseCursorHidden = false;
+ g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
+ g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
+ g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
+ g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
+ g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
+ g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
+ g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
+ g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
+ g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
+
+ // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
+ // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
+ // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api.
+ io.SetClipboardTextFn = [](void*, const char* str) -> void
+ {
+ NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
+ [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
+ [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
+ };
+
+ io.GetClipboardTextFn = [](void*) -> const char*
+ {
+ NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
+ NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
+ if (![available isEqualToString:NSPasteboardTypeString])
+ return NULL;
+
+ NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
+ if (string == nil)
+ return NULL;
+
+ const char* string_c = (const char*)[string UTF8String];
+ size_t string_len = strlen(string_c);
+ static ImVector<char> s_clipboard;
+ s_clipboard.resize((int)string_len + 1);
+ strcpy(s_clipboard.Data, string_c);
+ return s_clipboard.Data;
+ };
+
+ g_FocusObserver = [[ImFocusObserver alloc] init];
+ [[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
+ selector:@selector(onApplicationBecomeActive:)
+ name:NSApplicationDidBecomeActiveNotification
+ object:nil];
+ [[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
+ selector:@selector(onApplicationBecomeInactive:)
+ name:NSApplicationDidResignActiveNotification
+ object:nil];
+
+ return true;
+}
+
+void ImGui_ImplOSX_Shutdown()
+{
+ g_FocusObserver = NULL;
+}
+
+static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
+{
+ // Update buttons
+ ImGuiIO& io = ImGui::GetIO();
+ for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+ {
+ // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[i] = g_MouseJustPressed[i] || g_MouseDown[i];
+ g_MouseJustPressed[i] = false;
+ }
+
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ if (!g_MouseCursorHidden)
+ {
+ g_MouseCursorHidden = true;
+ [NSCursor hide];
+ }
+ }
+ else
+ {
+ // Show OS mouse cursor
+ [g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set];
+ if (g_MouseCursorHidden)
+ {
+ g_MouseCursorHidden = false;
+ [NSCursor unhide];
+ }
+ }
+}
+
+void ImGui_ImplOSX_NewFrame(NSView* view)
+{
+ // Setup display size
+ ImGuiIO& io = ImGui::GetIO();
+ if (view)
+ {
+ const float dpi = (float)[view.window backingScaleFactor];
+ io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
+ io.DisplayFramebufferScale = ImVec2(dpi, dpi);
+ }
+
+ // Setup time step
+ if (g_Time == 0.0)
+ {
+ InitHostClockPeriod();
+ g_Time = GetMachAbsoluteTimeInSeconds();
+ }
+ double current_time = GetMachAbsoluteTimeInSeconds();
+ io.DeltaTime = (float)(current_time - g_Time);
+ g_Time = current_time;
+
+ ImGui_ImplOSX_UpdateMouseCursorAndButtons();
+}
+
+static int mapCharacterToKey(int c)
+{
+ if (c >= 'a' && c <= 'z')
+ return c - 'a' + 'A';
+ if (c == 25) // SHIFT+TAB -> TAB
+ return 9;
+ if (c >= 0 && c < 256)
+ return c;
+ if (c >= 0xF700 && c < 0xF700 + 256)
+ return c - 0xF700 + 256;
+ return -1;
+}
+
+bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
+ {
+ int button = (int)[event buttonNumber];
+ if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown))
+ g_MouseDown[button] = g_MouseJustPressed[button] = true;
+ return io.WantCaptureMouse;
+ }
+
+ if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp)
+ {
+ int button = (int)[event buttonNumber];
+ if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown))
+ g_MouseDown[button] = false;
+ return io.WantCaptureMouse;
+ }
+
+ if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
+ {
+ NSPoint mousePoint = event.locationInWindow;
+ mousePoint = [view convertPoint:mousePoint fromView:nil];
+ mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
+ io.MousePos = ImVec2((float)mousePoint.x, (float)mousePoint.y);
+ }
+
+ if (event.type == NSEventTypeScrollWheel)
+ {
+ double wheel_dx = 0.0;
+ double wheel_dy = 0.0;
+
+ #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
+ {
+ wheel_dx = [event scrollingDeltaX];
+ wheel_dy = [event scrollingDeltaY];
+ if ([event hasPreciseScrollingDeltas])
+ {
+ wheel_dx *= 0.1;
+ wheel_dy *= 0.1;
+ }
+ }
+ else
+ #endif // MAC_OS_X_VERSION_MAX_ALLOWED
+ {
+ wheel_dx = [event deltaX];
+ wheel_dy = [event deltaY];
+ }
+
+ if (fabs(wheel_dx) > 0.0)
+ io.MouseWheelH += (float)wheel_dx * 0.1f;
+ if (fabs(wheel_dy) > 0.0)
+ io.MouseWheel += (float)wheel_dy * 0.1f;
+ return io.WantCaptureMouse;
+ }
+
+ // FIXME: All the key handling is wrong and broken. Refer to GLFW's cocoa_init.mm and cocoa_window.mm.
+ if (event.type == NSEventTypeKeyDown)
+ {
+ NSString* str = [event characters];
+ NSUInteger len = [str length];
+ for (NSUInteger i = 0; i < len; i++)
+ {
+ int c = [str characterAtIndex:i];
+ if (!io.KeySuper && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
+ io.AddInputCharacter((unsigned int)c);
+
+ // We must reset in case we're pressing a sequence of special keys while keeping the command pressed
+ int key = mapCharacterToKey(c);
+ if (key != -1 && key < 256 && !io.KeySuper)
+ resetKeys();
+ if (key != -1)
+ io.KeysDown[key] = true;
+ }
+ return io.WantCaptureKeyboard;
+ }
+
+ if (event.type == NSEventTypeKeyUp)
+ {
+ NSString* str = [event characters];
+ NSUInteger len = [str length];
+ for (NSUInteger i = 0; i < len; i++)
+ {
+ int c = [str characterAtIndex:i];
+ int key = mapCharacterToKey(c);
+ if (key != -1)
+ io.KeysDown[key] = false;
+ }
+ return io.WantCaptureKeyboard;
+ }
+
+ if (event.type == NSEventTypeFlagsChanged)
+ {
+ unsigned int flags = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
+
+ bool oldKeyCtrl = io.KeyCtrl;
+ bool oldKeyShift = io.KeyShift;
+ bool oldKeyAlt = io.KeyAlt;
+ bool oldKeySuper = io.KeySuper;
+ io.KeyCtrl = flags & NSEventModifierFlagControl;
+ io.KeyShift = flags & NSEventModifierFlagShift;
+ io.KeyAlt = flags & NSEventModifierFlagOption;
+ io.KeySuper = flags & NSEventModifierFlagCommand;
+
+ // We must reset them as we will not receive any keyUp event if they where pressed with a modifier
+ if ((oldKeyShift && !io.KeyShift) || (oldKeyCtrl && !io.KeyCtrl) || (oldKeyAlt && !io.KeyAlt) || (oldKeySuper && !io.KeySuper))
+ resetKeys();
+ return io.WantCaptureKeyboard;
+ }
+
+ return false;
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_sdl.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_sdl.cpp
new file mode 100644
index 0000000..b725e0a
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_sdl.cpp
@@ -0,0 +1,449 @@
+// dear imgui: Platform Backend for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+// (Prefer SDL 2.0.5+ for full feature support.)
+
+// Implemented features:
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Clipboard support.
+// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// Missing features:
+// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
+// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
+// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
+// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
+// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
+// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
+// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
+// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
+// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
+// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
+// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
+// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
+// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
+// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#include "imgui_impl_sdl.h"
+
+// SDL
+#include <SDL.h>
+#include <SDL_syswm.h>
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
+
+#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
+#else
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
+#endif
+#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
+#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
+
+// SDL Data
+struct ImGui_ImplSDL2_Data
+{
+ SDL_Window* Window;
+ Uint64 Time;
+ bool MousePressed[3];
+ SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ char* ClipboardTextData;
+ bool MouseCanUseGlobalState;
+
+ ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
+}
+
+// Functions
+static const char* ImGui_ImplSDL2_GetClipboardText(void*)
+{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ bd->ClipboardTextData = SDL_GetClipboardText();
+ return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
+{
+ SDL_SetClipboardText(text);
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
+bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+
+ switch (event->type)
+ {
+ case SDL_MOUSEWHEEL:
+ {
+ if (event->wheel.x > 0) io.MouseWheelH += 1;
+ if (event->wheel.x < 0) io.MouseWheelH -= 1;
+ if (event->wheel.y > 0) io.MouseWheel += 1;
+ if (event->wheel.y < 0) io.MouseWheel -= 1;
+ return true;
+ }
+ case SDL_MOUSEBUTTONDOWN:
+ {
+ if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
+ if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
+ if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
+ return true;
+ }
+ case SDL_TEXTINPUT:
+ {
+ io.AddInputCharactersUTF8(event->text.text);
+ return true;
+ }
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ {
+ int key = event->key.keysym.scancode;
+ IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
+ io.KeysDown[key] = (event->type == SDL_KEYDOWN);
+ io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
+ io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
+ io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
+#ifdef _WIN32
+ io.KeySuper = false;
+#else
+ io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
+#endif
+ return true;
+ }
+ case SDL_WINDOWEVENT:
+ {
+ if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
+ io.AddFocusEvent(true);
+ else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
+ io.AddFocusEvent(false);
+ return true;
+ }
+ }
+ return false;
+}
+
+static bool ImGui_ImplSDL2_Init(SDL_Window* window)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
+
+ // Check and store if we are on a SDL backend that supports global mouse position
+ // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
+ bool mouse_can_use_global_state = false;
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ const char* sdl_backend = SDL_GetCurrentVideoDriver();
+ const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
+ for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
+ if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
+ mouse_can_use_global_state = true;
+#endif
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = "imgui_impl_sdl";
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ bd->Window = window;
+ bd->MouseCanUseGlobalState = mouse_can_use_global_state;
+
+ // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
+ io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
+ io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
+ io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
+ io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
+ io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
+ io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
+ io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
+ io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
+ io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
+ io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
+ io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
+ io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
+
+ io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
+ io.ClipboardUserData = NULL;
+
+ // Load mouse cursors
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
+ bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
+
+#ifdef _WIN32
+ SDL_SysWMinfo info;
+ SDL_VERSION(&info.version);
+ if (SDL_GetWindowWMInfo(window, &info))
+ io.ImeWindowHandle = info.info.win.window;
+#else
+ (void)window;
+#endif
+
+ // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
+ // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
+ // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
+ // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+ // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
+#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
+ SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+#endif
+
+ return true;
+}
+
+bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
+{
+ IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
+ return ImGui_ImplSDL2_Init(window);
+}
+
+bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
+{
+#if !SDL_HAS_VULKAN
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL2_Init(window);
+}
+
+bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL2_Init(window);
+}
+
+bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
+{
+ return ImGui_ImplSDL2_Init(window);
+}
+
+bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
+{
+ return ImGui_ImplSDL2_Init(window);
+}
+
+void ImGui_ImplSDL2_Shutdown()
+{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+ IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ SDL_FreeCursor(bd->MouseCursors[cursor_n]);
+
+ io.BackendPlatformName = NULL;
+ io.BackendPlatformUserData = NULL;
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
+{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImVec2 mouse_pos_prev = io.MousePos;
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+
+ // Update mouse buttons
+ int mouse_x_local, mouse_y_local;
+ Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
+ io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
+ io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
+ bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
+
+ // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ SDL_Window* focused_window = SDL_GetKeyboardFocus();
+ SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
+ SDL_Window* mouse_window = NULL;
+ if (hovered_window && bd->Window == hovered_window)
+ mouse_window = hovered_window;
+ else if (focused_window && bd->Window == focused_window)
+ mouse_window = focused_window;
+
+ // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
+ SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE);
+#else
+ // SDL 2.0.3 and non-windowed systems: single-viewport only
+ SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
+#endif
+
+ if (mouse_window == NULL)
+ return;
+
+ // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
+
+ // Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
+ if (bd->MouseCanUseGlobalState)
+ {
+ // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
+ // Unlike local position obtained earlier this will be valid when straying out of bounds.
+ int mouse_x_global, mouse_y_global;
+ SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
+ int window_x, window_y;
+ SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
+ io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
+ }
+ else
+ {
+ io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
+ }
+}
+
+static void ImGui_ImplSDL2_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ SDL_ShowCursor(SDL_FALSE);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
+ SDL_ShowCursor(SDL_TRUE);
+ }
+}
+
+static void ImGui_ImplSDL2_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ return;
+
+ // Get gamepad
+ SDL_GameController* game_controller = SDL_GameControllerOpen(0);
+ if (!game_controller)
+ {
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ return;
+ }
+
+ // Update gamepad inputs
+ #define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
+ #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
+ const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
+ MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
+ MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
+ MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
+ MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
+ MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
+ MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
+ MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
+ MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
+ MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
+ MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
+ MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
+ MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
+ MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
+ MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
+
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+}
+
+void ImGui_ImplSDL2_NewFrame()
+{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ SDL_GetWindowSize(bd->Window, &w, &h);
+ if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
+ w = h = 0;
+ SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ if (w > 0 && h > 0)
+ io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+
+ // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+ static Uint64 frequency = SDL_GetPerformanceFrequency();
+ Uint64 current_time = SDL_GetPerformanceCounter();
+ io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ ImGui_ImplSDL2_UpdateMousePosAndButtons();
+ ImGui_ImplSDL2_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplSDL2_UpdateGamepads();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_sdl.h b/Client/ThirdParty/imgui/backends/imgui_impl_sdl.h
new file mode 100644
index 0000000..d2439eb
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_sdl.h
@@ -0,0 +1,35 @@
+// dear imgui: Platform Backend for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Clipboard support.
+// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// Missing features:
+// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct SDL_Window;
+typedef union SDL_Event SDL_Event;
+
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window);
+IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
+IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
+#endif
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_sdlrenderer.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_sdlrenderer.cpp
new file mode 100644
index 0000000..bfc2b67
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_sdlrenderer.cpp
@@ -0,0 +1,238 @@
+// dear imgui: Renderer Backend for SDL_Renderer
+// (Requires: SDL 2.0.17+)
+
+// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
+// because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
+// Missing features:
+// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// 2021-10-06: Backup and restore modified ClipRect/Viewport.
+// 2021-09-21: Initial version.
+
+#include "imgui.h"
+#include "imgui_impl_sdlrenderer.h"
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h> // intptr_t
+#else
+#include <stdint.h> // intptr_t
+#endif
+
+// SDL
+#include <SDL.h>
+#if !SDL_VERSION_ATLEAST(2,0,17)
+#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
+#endif
+
+// SDL_Renderer data
+struct ImGui_ImplSDLRenderer_Data
+{
+ SDL_Renderer* SDLRenderer;
+ SDL_Texture* FontTexture;
+ ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+}
+
+// Functions
+bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
+ IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_sdlrenderer";
+
+ bd->SDLRenderer = renderer;
+
+ return true;
+}
+
+void ImGui_ImplSDLRenderer_Shutdown()
+{
+ ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplSDLRenderer_DestroyDeviceObjects();
+
+ io.BackendRendererName = NULL;
+ io.BackendRendererUserData = NULL;
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDLRenderer_SetupRenderState()
+{
+ ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+
+ // Clear out any viewports and cliprect set by the user
+ // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
+ SDL_RenderSetViewport(bd->SDLRenderer, NULL);
+ SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
+}
+
+void ImGui_ImplSDLRenderer_NewFrame()
+{
+ ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?");
+
+ if (!bd->FontTexture)
+ ImGui_ImplSDLRenderer_CreateDeviceObjects();
+}
+
+void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
+{
+ ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+
+ // If there's a scale factor set by the user, use that instead
+ // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
+ // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
+ float rsx = 1.0f;
+ float rsy = 1.0f;
+ SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
+ ImVec2 render_scale;
+ render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
+ render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
+
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
+ if (fb_width == 0 || fb_height == 0)
+ return;
+
+ // Backup SDL_Renderer state that will be modified to restore it afterwards
+ struct BackupSDLRendererState
+ {
+ SDL_Rect Viewport;
+ bool ClipEnabled;
+ SDL_Rect ClipRect;
+ };
+ BackupSDLRendererState old = {};
+ old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer);
+ SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
+ SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = render_scale;
+
+ // Render command lists
+ ImGui_ImplSDLRenderer_SetupRenderState();
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplSDLRenderer_SetupRenderState();
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+ if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
+ SDL_RenderSetClipRect(bd->SDLRenderer, &r);
+
+ const float* xy = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
+ const float* uv = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
+ const int* color = (const int*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
+
+ // Bind texture, Draw
+ SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
+ SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
+ xy, (int)sizeof(ImDrawVert),
+ color, (int)sizeof(ImDrawVert),
+ uv, (int)sizeof(ImDrawVert),
+ cmd_list->VtxBuffer.Size,
+ idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
+ }
+ }
+ }
+
+ // Restore modified SDL_Renderer state
+ SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
+ SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL);
+}
+
+// Called by Init/NewFrame/Shutdown
+bool ImGui_ImplSDLRenderer_CreateFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+
+ // Build texture atlas
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+ // Upload texture to graphics system
+ bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
+ if (bd->FontTexture == NULL)
+ {
+ SDL_Log("error creating texture");
+ return false;
+ }
+ SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
+ SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
+
+ return true;
+}
+
+void ImGui_ImplSDLRenderer_DestroyFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ if (bd->FontTexture)
+ {
+ io.Fonts->SetTexID(0);
+ SDL_DestroyTexture(bd->FontTexture);
+ bd->FontTexture = NULL;
+ }
+}
+
+bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
+{
+ return ImGui_ImplSDLRenderer_CreateFontsTexture();
+}
+
+void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
+{
+ ImGui_ImplSDLRenderer_DestroyFontsTexture();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_sdlrenderer.h b/Client/ThirdParty/imgui/backends/imgui_impl_sdlrenderer.h
new file mode 100644
index 0000000..8c67fa3
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_sdlrenderer.h
@@ -0,0 +1,27 @@
+// dear imgui: Renderer Backend for SDL_Renderer
+// (Requires: SDL 2.0.17+)
+
+// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
+// because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
+// Missing features:
+// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct SDL_Renderer;
+
+IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects();
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_vulkan.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_vulkan.cpp
new file mode 100644
index 0000000..e4f12f2
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_vulkan.cpp
@@ -0,0 +1,1474 @@
+// dear imgui: Renderer Backend for Vulkan
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// Missing features:
+// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
+// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+// You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
+// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
+// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
+// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
+// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
+// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
+// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices.
+// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before.
+// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
+// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
+// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
+// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int).
+// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
+// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends.
+// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
+// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
+// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy.
+// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex.
+// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources.
+// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
+
+#include "imgui_impl_vulkan.h"
+#include <stdio.h>
+
+// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_FrameRenderBuffers
+{
+ VkDeviceMemory VertexBufferMemory;
+ VkDeviceMemory IndexBufferMemory;
+ VkDeviceSize VertexBufferSize;
+ VkDeviceSize IndexBufferSize;
+ VkBuffer VertexBuffer;
+ VkBuffer IndexBuffer;
+};
+
+// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_WindowRenderBuffers
+{
+ uint32_t Index;
+ uint32_t Count;
+ ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
+};
+
+// Vulkan data
+struct ImGui_ImplVulkan_Data
+{
+ ImGui_ImplVulkan_InitInfo VulkanInitInfo;
+ VkRenderPass RenderPass;
+ VkDeviceSize BufferMemoryAlignment;
+ VkPipelineCreateFlags PipelineCreateFlags;
+ VkDescriptorSetLayout DescriptorSetLayout;
+ VkPipelineLayout PipelineLayout;
+ VkDescriptorSet DescriptorSet;
+ VkPipeline Pipeline;
+ uint32_t Subpass;
+ VkShaderModule ShaderModuleVert;
+ VkShaderModule ShaderModuleFrag;
+
+ // Font data
+ VkSampler FontSampler;
+ VkDeviceMemory FontMemory;
+ VkImage FontImage;
+ VkImageView FontView;
+ VkDeviceMemory UploadBufferMemory;
+ VkBuffer UploadBuffer;
+
+ // Render buffers
+ ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
+
+ ImGui_ImplVulkan_Data()
+ {
+ memset(this, 0, sizeof(*this));
+ BufferMemoryAlignment = 256;
+ }
+};
+
+// Forward Declarations
+bool ImGui_ImplVulkan_CreateDeviceObjects();
+void ImGui_ImplVulkan_DestroyDeviceObjects();
+void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
+void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
+
+// Vulkan prototypes for use with custom loaders
+// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
+#ifdef VK_NO_PROTOTYPES
+static bool g_FunctionsLoaded = false;
+#else
+static bool g_FunctionsLoaded = true;
+#endif
+#ifdef VK_NO_PROTOTYPES
+#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
+
+// Define function pointers
+#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
+IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
+#undef IMGUI_VULKAN_FUNC_DEF
+#endif // VK_NO_PROTOTYPES
+
+//-----------------------------------------------------------------------------
+// SHADERS
+//-----------------------------------------------------------------------------
+
+// glsl_shader.vert, compiled with:
+// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
+/*
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc;
+
+out gl_PerVertex { vec4 gl_Position; };
+layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
+
+void main()
+{
+ Out.Color = aColor;
+ Out.UV = aUV;
+ gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
+}
+*/
+static uint32_t __glsl_shader_vert_spv[] =
+{
+ 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
+ 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
+ 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
+ 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
+ 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
+ 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c,
+ 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074,
+ 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
+ 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
+ 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
+ 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
+ 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
+ 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
+ 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
+ 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
+ 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
+ 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
+ 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020,
+ 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020,
+ 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020,
+ 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020,
+ 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a,
+ 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014,
+ 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f,
+ 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021,
+ 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006,
+ 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,
+ 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,
+ 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,
+ 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,
+ 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022,
+ 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008,
+ 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013,
+ 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024,
+ 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006,
+ 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b,
+ 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e,
+ 0x0000002d,0x0000002c,0x000100fd,0x00010038
+};
+
+// glsl_shader.frag, compiled with:
+// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+/*
+#version 450 core
+layout(location = 0) out vec4 fColor;
+layout(set=0, binding=0) uniform sampler2D sTexture;
+layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
+void main()
+{
+ fColor = In.Color * texture(sTexture, In.UV.st);
+}
+*/
+static uint32_t __glsl_shader_frag_spv[] =
+{
+ 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
+ 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
+ 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
+ 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
+ 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
+ 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
+ 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
+ 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
+ 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
+ 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
+ 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
+ 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
+ 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
+ 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
+ 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
+ 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
+ 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
+ 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
+ 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
+ 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
+ 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
+ 0x00010038
+};
+
+//-----------------------------------------------------------------------------
+// FUNCTIONS
+//-----------------------------------------------------------------------------
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not tested and probably dysfunctional in this backend.
+static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+}
+
+static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkPhysicalDeviceMemoryProperties prop;
+ vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop);
+ for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
+ if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i))
+ return i;
+ return 0xFFFFFFFF; // Unable to find memoryType
+}
+
+static void check_vk_result(VkResult err)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (!bd)
+ return;
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ if (v->CheckVkResultFn)
+ v->CheckVkResultFn(err);
+}
+
+static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err;
+ if (buffer != VK_NULL_HANDLE)
+ vkDestroyBuffer(v->Device, buffer, v->Allocator);
+ if (buffer_memory != VK_NULL_HANDLE)
+ vkFreeMemory(v->Device, buffer_memory, v->Allocator);
+
+ VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment;
+ VkBufferCreateInfo buffer_info = {};
+ buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buffer_info.size = vertex_buffer_size_aligned;
+ buffer_info.usage = usage;
+ buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer);
+ check_vk_result(err);
+
+ VkMemoryRequirements req;
+ vkGetBufferMemoryRequirements(v->Device, buffer, &req);
+ bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = req.size;
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory);
+ check_vk_result(err);
+
+ err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
+ check_vk_result(err);
+ p_buffer_size = req.size;
+}
+
+static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+
+ // Bind pipeline and descriptor sets:
+ {
+ vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
+ VkDescriptorSet desc_set[1] = { bd->DescriptorSet };
+ vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, NULL);
+ }
+
+ // Bind Vertex And Index Buffer:
+ if (draw_data->TotalVtxCount > 0)
+ {
+ VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
+ VkDeviceSize vertex_offset[1] = { 0 };
+ vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
+ vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
+ }
+
+ // Setup viewport:
+ {
+ VkViewport viewport;
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.width = (float)fb_width;
+ viewport.height = (float)fb_height;
+ viewport.minDepth = 0.0f;
+ viewport.maxDepth = 1.0f;
+ vkCmdSetViewport(command_buffer, 0, 1, &viewport);
+ }
+
+ // Setup scale and translation:
+ // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ {
+ float scale[2];
+ scale[0] = 2.0f / draw_data->DisplaySize.x;
+ scale[1] = 2.0f / draw_data->DisplaySize.y;
+ float translate[2];
+ translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
+ translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
+ vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
+ vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
+ }
+}
+
+// Render function
+void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0)
+ return;
+
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ if (pipeline == VK_NULL_HANDLE)
+ pipeline = bd->Pipeline;
+
+ // Allocate array to store enough vertex/index buffers
+ ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
+ if (wrb->FrameRenderBuffers == NULL)
+ {
+ wrb->Index = 0;
+ wrb->Count = v->ImageCount;
+ wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
+ memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
+ }
+ IM_ASSERT(wrb->Count == v->ImageCount);
+ wrb->Index = (wrb->Index + 1) % wrb->Count;
+ ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
+
+ if (draw_data->TotalVtxCount > 0)
+ {
+ // Create or resize the vertex/index buffers
+ size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
+ size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
+ if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
+ CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
+ if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
+ CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
+
+ // Upload vertex/index data into a single contiguous GPU buffer
+ ImDrawVert* vtx_dst = NULL;
+ ImDrawIdx* idx_dst = NULL;
+ VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst));
+ check_vk_result(err);
+ err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst));
+ check_vk_result(err);
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ VkMappedMemoryRange range[2] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = rb->VertexBufferMemory;
+ range[0].size = VK_WHOLE_SIZE;
+ range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[1].memory = rb->IndexBufferMemory;
+ range[1].size = VK_WHOLE_SIZE;
+ err = vkFlushMappedMemoryRanges(v->Device, 2, range);
+ check_vk_result(err);
+ vkUnmapMemory(v->Device, rb->VertexBufferMemory);
+ vkUnmapMemory(v->Device, rb->IndexBufferMemory);
+ }
+
+ // Setup desired Vulkan state
+ ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != NULL)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+ // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+ if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle
+ VkRect2D scissor;
+ scissor.offset.x = (int32_t)(clip_min.x);
+ scissor.offset.y = (int32_t)(clip_min.y);
+ scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x);
+ scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y);
+ vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+
+ // Draw
+ vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
+ // Our last values will leak into user/application rendering IF:
+ // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state
+ // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitely set that state.
+ // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering.
+ // In theory we should aim to backup/restore those values but I am not sure this is possible.
+ // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
+ VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } };
+ vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+}
+
+bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ size_t upload_size = width * height * 4 * sizeof(char);
+
+ VkResult err;
+
+ // Create the Image:
+ {
+ VkImageCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+ info.imageType = VK_IMAGE_TYPE_2D;
+ info.format = VK_FORMAT_R8G8B8A8_UNORM;
+ info.extent.width = width;
+ info.extent.height = height;
+ info.extent.depth = 1;
+ info.mipLevels = 1;
+ info.arrayLayers = 1;
+ info.samples = VK_SAMPLE_COUNT_1_BIT;
+ info.tiling = VK_IMAGE_TILING_OPTIMAL;
+ info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
+ info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage);
+ check_vk_result(err);
+ VkMemoryRequirements req;
+ vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req);
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = req.size;
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory);
+ check_vk_result(err);
+ err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0);
+ check_vk_result(err);
+ }
+
+ // Create the Image View:
+ {
+ VkImageViewCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ info.image = bd->FontImage;
+ info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ info.format = VK_FORMAT_R8G8B8A8_UNORM;
+ info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ info.subresourceRange.levelCount = 1;
+ info.subresourceRange.layerCount = 1;
+ err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView);
+ check_vk_result(err);
+ }
+
+ // Update the Descriptor Set:
+ {
+ VkDescriptorImageInfo desc_image[1] = {};
+ desc_image[0].sampler = bd->FontSampler;
+ desc_image[0].imageView = bd->FontView;
+ desc_image[0].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+ VkWriteDescriptorSet write_desc[1] = {};
+ write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+ write_desc[0].dstSet = bd->DescriptorSet;
+ write_desc[0].descriptorCount = 1;
+ write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ write_desc[0].pImageInfo = desc_image;
+ vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL);
+ }
+
+ // Create the Upload Buffer:
+ {
+ VkBufferCreateInfo buffer_info = {};
+ buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buffer_info.size = upload_size;
+ buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
+ buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer);
+ check_vk_result(err);
+ VkMemoryRequirements req;
+ vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req);
+ bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = req.size;
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory);
+ check_vk_result(err);
+ err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0);
+ check_vk_result(err);
+ }
+
+ // Upload to Buffer:
+ {
+ char* map = NULL;
+ err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
+ check_vk_result(err);
+ memcpy(map, pixels, upload_size);
+ VkMappedMemoryRange range[1] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = bd->UploadBufferMemory;
+ range[0].size = upload_size;
+ err = vkFlushMappedMemoryRanges(v->Device, 1, range);
+ check_vk_result(err);
+ vkUnmapMemory(v->Device, bd->UploadBufferMemory);
+ }
+
+ // Copy to Image:
+ {
+ VkImageMemoryBarrier copy_barrier[1] = {};
+ copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+ copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+ copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ copy_barrier[0].image = bd->FontImage;
+ copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ copy_barrier[0].subresourceRange.levelCount = 1;
+ copy_barrier[0].subresourceRange.layerCount = 1;
+ vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier);
+
+ VkBufferImageCopy region = {};
+ region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ region.imageSubresource.layerCount = 1;
+ region.imageExtent.width = width;
+ region.imageExtent.height = height;
+ region.imageExtent.depth = 1;
+ vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
+
+ VkImageMemoryBarrier use_barrier[1] = {};
+ use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+ use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
+ use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+ use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+ use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ use_barrier[0].image = bd->FontImage;
+ use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ use_barrier[0].subresourceRange.levelCount = 1;
+ use_barrier[0].subresourceRange.layerCount = 1;
+ vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier);
+ }
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontImage);
+
+ return true;
+}
+
+static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
+{
+ // Create the shader modules
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (bd->ShaderModuleVert == VK_NULL_HANDLE)
+ {
+ VkShaderModuleCreateInfo vert_info = {};
+ vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+ vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
+ vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
+ VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert);
+ check_vk_result(err);
+ }
+ if (bd->ShaderModuleFrag == VK_NULL_HANDLE)
+ {
+ VkShaderModuleCreateInfo frag_info = {};
+ frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+ frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
+ frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
+ VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag);
+ check_vk_result(err);
+ }
+}
+
+static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (bd->FontSampler)
+ return;
+
+ VkSamplerCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+ info.magFilter = VK_FILTER_LINEAR;
+ info.minFilter = VK_FILTER_LINEAR;
+ info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
+ info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.minLod = -1000;
+ info.maxLod = 1000;
+ info.maxAnisotropy = 1.0f;
+ VkResult err = vkCreateSampler(device, &info, allocator, &bd->FontSampler);
+ check_vk_result(err);
+}
+
+static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (bd->DescriptorSetLayout)
+ return;
+
+ ImGui_ImplVulkan_CreateFontSampler(device, allocator);
+ VkSampler sampler[1] = { bd->FontSampler };
+ VkDescriptorSetLayoutBinding binding[1] = {};
+ binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ binding[0].descriptorCount = 1;
+ binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
+ binding[0].pImmutableSamplers = sampler;
+ VkDescriptorSetLayoutCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
+ info.bindingCount = 1;
+ info.pBindings = binding;
+ VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &bd->DescriptorSetLayout);
+ check_vk_result(err);
+}
+
+static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (bd->PipelineLayout)
+ return;
+
+ // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
+ ImGui_ImplVulkan_CreateDescriptorSetLayout(device, allocator);
+ VkPushConstantRange push_constants[1] = {};
+ push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
+ push_constants[0].offset = sizeof(float) * 0;
+ push_constants[0].size = sizeof(float) * 4;
+ VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
+ VkPipelineLayoutCreateInfo layout_info = {};
+ layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+ layout_info.setLayoutCount = 1;
+ layout_info.pSetLayouts = set_layout;
+ layout_info.pushConstantRangeCount = 1;
+ layout_info.pPushConstantRanges = push_constants;
+ VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &bd->PipelineLayout);
+ check_vk_result(err);
+}
+
+static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_CreateShaderModules(device, allocator);
+
+ VkPipelineShaderStageCreateInfo stage[2] = {};
+ stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
+ stage[0].module = bd->ShaderModuleVert;
+ stage[0].pName = "main";
+ stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
+ stage[1].module = bd->ShaderModuleFrag;
+ stage[1].pName = "main";
+
+ VkVertexInputBindingDescription binding_desc[1] = {};
+ binding_desc[0].stride = sizeof(ImDrawVert);
+ binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
+
+ VkVertexInputAttributeDescription attribute_desc[3] = {};
+ attribute_desc[0].location = 0;
+ attribute_desc[0].binding = binding_desc[0].binding;
+ attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
+ attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos);
+ attribute_desc[1].location = 1;
+ attribute_desc[1].binding = binding_desc[0].binding;
+ attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
+ attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv);
+ attribute_desc[2].location = 2;
+ attribute_desc[2].binding = binding_desc[0].binding;
+ attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
+ attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col);
+
+ VkPipelineVertexInputStateCreateInfo vertex_info = {};
+ vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+ vertex_info.vertexBindingDescriptionCount = 1;
+ vertex_info.pVertexBindingDescriptions = binding_desc;
+ vertex_info.vertexAttributeDescriptionCount = 3;
+ vertex_info.pVertexAttributeDescriptions = attribute_desc;
+
+ VkPipelineInputAssemblyStateCreateInfo ia_info = {};
+ ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+
+ VkPipelineViewportStateCreateInfo viewport_info = {};
+ viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ viewport_info.viewportCount = 1;
+ viewport_info.scissorCount = 1;
+
+ VkPipelineRasterizationStateCreateInfo raster_info = {};
+ raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ raster_info.polygonMode = VK_POLYGON_MODE_FILL;
+ raster_info.cullMode = VK_CULL_MODE_NONE;
+ raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ raster_info.lineWidth = 1.0f;
+
+ VkPipelineMultisampleStateCreateInfo ms_info = {};
+ ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+ ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT;
+
+ VkPipelineColorBlendAttachmentState color_attachment[1] = {};
+ color_attachment[0].blendEnable = VK_TRUE;
+ color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
+ color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
+ color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
+ color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
+ color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
+
+ VkPipelineDepthStencilStateCreateInfo depth_info = {};
+ depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
+
+ VkPipelineColorBlendStateCreateInfo blend_info = {};
+ blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ blend_info.attachmentCount = 1;
+ blend_info.pAttachments = color_attachment;
+
+ VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
+ VkPipelineDynamicStateCreateInfo dynamic_state = {};
+ dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+ dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
+ dynamic_state.pDynamicStates = dynamic_states;
+
+ ImGui_ImplVulkan_CreatePipelineLayout(device, allocator);
+
+ VkGraphicsPipelineCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ info.flags = bd->PipelineCreateFlags;
+ info.stageCount = 2;
+ info.pStages = stage;
+ info.pVertexInputState = &vertex_info;
+ info.pInputAssemblyState = &ia_info;
+ info.pViewportState = &viewport_info;
+ info.pRasterizationState = &raster_info;
+ info.pMultisampleState = &ms_info;
+ info.pDepthStencilState = &depth_info;
+ info.pColorBlendState = &blend_info;
+ info.pDynamicState = &dynamic_state;
+ info.layout = bd->PipelineLayout;
+ info.renderPass = renderPass;
+ info.subpass = subpass;
+ VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
+ check_vk_result(err);
+}
+
+bool ImGui_ImplVulkan_CreateDeviceObjects()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err;
+
+ if (!bd->FontSampler)
+ {
+ VkSamplerCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+ info.magFilter = VK_FILTER_LINEAR;
+ info.minFilter = VK_FILTER_LINEAR;
+ info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
+ info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.minLod = -1000;
+ info.maxLod = 1000;
+ info.maxAnisotropy = 1.0f;
+ err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler);
+ check_vk_result(err);
+ }
+
+ if (!bd->DescriptorSetLayout)
+ {
+ VkSampler sampler[1] = {bd->FontSampler};
+ VkDescriptorSetLayoutBinding binding[1] = {};
+ binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ binding[0].descriptorCount = 1;
+ binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
+ binding[0].pImmutableSamplers = sampler;
+ VkDescriptorSetLayoutCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
+ info.bindingCount = 1;
+ info.pBindings = binding;
+ err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout);
+ check_vk_result(err);
+ }
+
+ // Create Descriptor Set:
+ {
+ VkDescriptorSetAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+ alloc_info.descriptorPool = v->DescriptorPool;
+ alloc_info.descriptorSetCount = 1;
+ alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
+ err = vkAllocateDescriptorSets(v->Device, &alloc_info, &bd->DescriptorSet);
+ check_vk_result(err);
+ }
+
+ if (!bd->PipelineLayout)
+ {
+ // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
+ VkPushConstantRange push_constants[1] = {};
+ push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
+ push_constants[0].offset = sizeof(float) * 0;
+ push_constants[0].size = sizeof(float) * 4;
+ VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
+ VkPipelineLayoutCreateInfo layout_info = {};
+ layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+ layout_info.setLayoutCount = 1;
+ layout_info.pSetLayouts = set_layout;
+ layout_info.pushConstantRangeCount = 1;
+ layout_info.pPushConstantRanges = push_constants;
+ err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout);
+ check_vk_result(err);
+ }
+
+ ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass);
+
+ return true;
+}
+
+void ImGui_ImplVulkan_DestroyFontUploadObjects()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ if (bd->UploadBuffer)
+ {
+ vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator);
+ bd->UploadBuffer = VK_NULL_HANDLE;
+ }
+ if (bd->UploadBufferMemory)
+ {
+ vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator);
+ bd->UploadBufferMemory = VK_NULL_HANDLE;
+ }
+}
+
+void ImGui_ImplVulkan_DestroyDeviceObjects()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+ ImGui_ImplVulkan_DestroyFontUploadObjects();
+
+ if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
+ if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
+ if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
+ if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
+ if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
+ if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
+ if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
+ if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
+ if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
+}
+
+bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
+{
+ // Load function pointers
+ // You can use the default Vulkan loader using:
+ // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
+ // But this would be equivalent to not setting VK_NO_PROTOTYPES.
+#ifdef VK_NO_PROTOTYPES
+#define IMGUI_VULKAN_FUNC_LOAD(func) \
+ func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \
+ if (func == NULL) \
+ return false;
+ IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD)
+#undef IMGUI_VULKAN_FUNC_LOAD
+#else
+ IM_UNUSED(loader_func);
+ IM_UNUSED(user_data);
+#endif
+ g_FunctionsLoaded = true;
+ return true;
+}
+
+bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_vulkan";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ IM_ASSERT(info->Instance != VK_NULL_HANDLE);
+ IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
+ IM_ASSERT(info->Device != VK_NULL_HANDLE);
+ IM_ASSERT(info->Queue != VK_NULL_HANDLE);
+ IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);
+ IM_ASSERT(info->MinImageCount >= 2);
+ IM_ASSERT(info->ImageCount >= info->MinImageCount);
+ IM_ASSERT(render_pass != VK_NULL_HANDLE);
+
+ bd->VulkanInitInfo = *info;
+ bd->RenderPass = render_pass;
+ bd->Subpass = info->Subpass;
+
+ ImGui_ImplVulkan_CreateDeviceObjects();
+
+ return true;
+}
+
+void ImGui_ImplVulkan_Shutdown()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplVulkan_DestroyDeviceObjects();
+ io.BackendRendererName = NULL;
+ io.BackendRendererUserData = NULL;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplVulkan_NewFrame()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplVulkan_Init()?");
+ IM_UNUSED(bd);
+}
+
+void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ IM_ASSERT(min_image_count >= 2);
+ if (bd->VulkanInitInfo.MinImageCount == min_image_count)
+ return;
+
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err = vkDeviceWaitIdle(v->Device);
+ check_vk_result(err);
+ ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+ bd->VulkanInitInfo.MinImageCount = min_image_count;
+}
+
+
+//-------------------------------------------------------------------------
+// Internal / Miscellaneous Vulkan Helpers
+// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.)
+//-------------------------------------------------------------------------
+// You probably do NOT need to use or care about those functions.
+// Those functions only exist because:
+// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
+// 2) the upcoming multi-viewport feature will need them internally.
+// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
+// but it is too much code to duplicate everywhere so we exceptionally expose them.
+//
+// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
+// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
+// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
+//-------------------------------------------------------------------------
+
+VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ IM_ASSERT(request_formats != NULL);
+ IM_ASSERT(request_formats_count > 0);
+
+ // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
+ // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format
+ // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40,
+ // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used.
+ uint32_t avail_count;
+ vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, NULL);
+ ImVector<VkSurfaceFormatKHR> avail_format;
+ avail_format.resize((int)avail_count);
+ vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data);
+
+ // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available
+ if (avail_count == 1)
+ {
+ if (avail_format[0].format == VK_FORMAT_UNDEFINED)
+ {
+ VkSurfaceFormatKHR ret;
+ ret.format = request_formats[0];
+ ret.colorSpace = request_color_space;
+ return ret;
+ }
+ else
+ {
+ // No point in searching another format
+ return avail_format[0];
+ }
+ }
+ else
+ {
+ // Request several formats, the first found will be used
+ for (int request_i = 0; request_i < request_formats_count; request_i++)
+ for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space)
+ return avail_format[avail_i];
+
+ // If none of the requested image formats could be found, use the first available
+ return avail_format[0];
+ }
+}
+
+VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ IM_ASSERT(request_modes != NULL);
+ IM_ASSERT(request_modes_count > 0);
+
+ // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory
+ uint32_t avail_count = 0;
+ vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, NULL);
+ ImVector<VkPresentModeKHR> avail_modes;
+ avail_modes.resize((int)avail_count);
+ vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data);
+ //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]);
+
+ for (int request_i = 0; request_i < request_modes_count; request_i++)
+ for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ if (request_modes[request_i] == avail_modes[avail_i])
+ return request_modes[request_i];
+
+ return VK_PRESENT_MODE_FIFO_KHR; // Always available
+}
+
+void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
+{
+ IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
+ (void)physical_device;
+ (void)allocator;
+
+ // Create Command Buffers
+ VkResult err;
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+ ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
+ {
+ VkCommandPoolCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+ info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
+ info.queueFamilyIndex = queue_family;
+ err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool);
+ check_vk_result(err);
+ }
+ {
+ VkCommandBufferAllocateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+ info.commandPool = fd->CommandPool;
+ info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
+ info.commandBufferCount = 1;
+ err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer);
+ check_vk_result(err);
+ }
+ {
+ VkFenceCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
+ info.flags = VK_FENCE_CREATE_SIGNALED_BIT;
+ err = vkCreateFence(device, &info, allocator, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ VkSemaphoreCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
+ err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore);
+ check_vk_result(err);
+ err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore);
+ check_vk_result(err);
+ }
+ }
+}
+
+int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode)
+{
+ if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR)
+ return 3;
+ if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR)
+ return 2;
+ if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR)
+ return 1;
+ IM_ASSERT(0);
+ return 1;
+}
+
+// Also destroy old swap chain and in-flight frames data, if any.
+void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count)
+{
+ VkResult err;
+ VkSwapchainKHR old_swapchain = wd->Swapchain;
+ wd->Swapchain = VK_NULL_HANDLE;
+ err = vkDeviceWaitIdle(device);
+ check_vk_result(err);
+
+ // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one.
+ // Destroy old Framebuffer
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
+ ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
+ }
+ IM_FREE(wd->Frames);
+ IM_FREE(wd->FrameSemaphores);
+ wd->Frames = NULL;
+ wd->FrameSemaphores = NULL;
+ wd->ImageCount = 0;
+ if (wd->RenderPass)
+ vkDestroyRenderPass(device, wd->RenderPass, allocator);
+ if (wd->Pipeline)
+ vkDestroyPipeline(device, wd->Pipeline, allocator);
+
+ // If min image count was not specified, request different count of images dependent on selected present mode
+ if (min_image_count == 0)
+ min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode);
+
+ // Create Swapchain
+ {
+ VkSwapchainCreateInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
+ info.surface = wd->Surface;
+ info.minImageCount = min_image_count;
+ info.imageFormat = wd->SurfaceFormat.format;
+ info.imageColorSpace = wd->SurfaceFormat.colorSpace;
+ info.imageArrayLayers = 1;
+ info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
+ info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family
+ info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
+ info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
+ info.presentMode = wd->PresentMode;
+ info.clipped = VK_TRUE;
+ info.oldSwapchain = old_swapchain;
+ VkSurfaceCapabilitiesKHR cap;
+ err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
+ check_vk_result(err);
+ if (info.minImageCount < cap.minImageCount)
+ info.minImageCount = cap.minImageCount;
+ else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount)
+ info.minImageCount = cap.maxImageCount;
+
+ if (cap.currentExtent.width == 0xffffffff)
+ {
+ info.imageExtent.width = wd->Width = w;
+ info.imageExtent.height = wd->Height = h;
+ }
+ else
+ {
+ info.imageExtent.width = wd->Width = cap.currentExtent.width;
+ info.imageExtent.height = wd->Height = cap.currentExtent.height;
+ }
+ err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain);
+ check_vk_result(err);
+ err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, NULL);
+ check_vk_result(err);
+ VkImage backbuffers[16] = {};
+ IM_ASSERT(wd->ImageCount >= min_image_count);
+ IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers));
+ err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
+ check_vk_result(err);
+
+ IM_ASSERT(wd->Frames == NULL);
+ wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);
+ wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount);
+ memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
+ memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount);
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ wd->Frames[i].Backbuffer = backbuffers[i];
+ }
+ if (old_swapchain)
+ vkDestroySwapchainKHR(device, old_swapchain, allocator);
+
+ // Create the Render Pass
+ {
+ VkAttachmentDescription attachment = {};
+ attachment.format = wd->SurfaceFormat.format;
+ attachment.samples = VK_SAMPLE_COUNT_1_BIT;
+ attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+ attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
+ attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+ attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
+ attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+ VkAttachmentReference color_attachment = {};
+ color_attachment.attachment = 0;
+ color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
+ VkSubpassDescription subpass = {};
+ subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
+ subpass.colorAttachmentCount = 1;
+ subpass.pColorAttachments = &color_attachment;
+ VkSubpassDependency dependency = {};
+ dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
+ dependency.dstSubpass = 0;
+ dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ dependency.srcAccessMask = 0;
+ dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ VkRenderPassCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
+ info.attachmentCount = 1;
+ info.pAttachments = &attachment;
+ info.subpassCount = 1;
+ info.pSubpasses = &subpass;
+ info.dependencyCount = 1;
+ info.pDependencies = &dependency;
+ err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass);
+ check_vk_result(err);
+
+ // We do not create a pipeline by default as this is also used by examples' main.cpp,
+ // but secondary viewport in multi-viewport mode may want to create one with:
+ //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass);
+ }
+
+ // Create The Image Views
+ {
+ VkImageViewCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ info.format = wd->SurfaceFormat.format;
+ info.components.r = VK_COMPONENT_SWIZZLE_R;
+ info.components.g = VK_COMPONENT_SWIZZLE_G;
+ info.components.b = VK_COMPONENT_SWIZZLE_B;
+ info.components.a = VK_COMPONENT_SWIZZLE_A;
+ VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
+ info.subresourceRange = image_range;
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+ info.image = fd->Backbuffer;
+ err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView);
+ check_vk_result(err);
+ }
+ }
+
+ // Create Framebuffer
+ {
+ VkImageView attachment[1];
+ VkFramebufferCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
+ info.renderPass = wd->RenderPass;
+ info.attachmentCount = 1;
+ info.pAttachments = attachment;
+ info.width = wd->Width;
+ info.height = wd->Height;
+ info.layers = 1;
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+ attachment[0] = fd->BackbufferView;
+ err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer);
+ check_vk_result(err);
+ }
+ }
+}
+
+// Create or resize window
+void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ (void)instance;
+ ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
+ ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
+}
+
+void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
+{
+ vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
+ //vkQueueWaitIdle(bd->Queue);
+
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
+ ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
+ }
+ IM_FREE(wd->Frames);
+ IM_FREE(wd->FrameSemaphores);
+ wd->Frames = NULL;
+ wd->FrameSemaphores = NULL;
+ vkDestroyPipeline(device, wd->Pipeline, allocator);
+ vkDestroyRenderPass(device, wd->RenderPass, allocator);
+ vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
+ vkDestroySurfaceKHR(instance, wd->Surface, allocator);
+
+ *wd = ImGui_ImplVulkanH_Window();
+}
+
+void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator)
+{
+ vkDestroyFence(device, fd->Fence, allocator);
+ vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer);
+ vkDestroyCommandPool(device, fd->CommandPool, allocator);
+ fd->Fence = VK_NULL_HANDLE;
+ fd->CommandBuffer = VK_NULL_HANDLE;
+ fd->CommandPool = VK_NULL_HANDLE;
+
+ vkDestroyImageView(device, fd->BackbufferView, allocator);
+ vkDestroyFramebuffer(device, fd->Framebuffer, allocator);
+}
+
+void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator)
+{
+ vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator);
+ vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator);
+ fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
+}
+
+void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
+{
+ if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
+ if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
+ if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
+ if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
+ buffers->VertexBufferSize = 0;
+ buffers->IndexBufferSize = 0;
+}
+
+void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
+{
+ for (uint32_t n = 0; n < buffers->Count; n++)
+ ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
+ IM_FREE(buffers->FrameRenderBuffers);
+ buffers->FrameRenderBuffers = NULL;
+ buffers->Index = 0;
+ buffers->Count = 0;
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_vulkan.h b/Client/ThirdParty/imgui/backends/imgui_impl_vulkan.h
new file mode 100644
index 0000000..c770d0c
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_vulkan.h
@@ -0,0 +1,149 @@
+// dear imgui: Renderer Backend for Vulkan
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// Missing features:
+// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
+// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+// You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+// [Configuration] in order to use a custom Vulkan function loader:
+// (1) You'll need to disable default Vulkan function prototypes.
+// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
+// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
+// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
+// - Or as a compilation flag in your build system
+// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
+// - Do not simply add it in a .cpp file!
+// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
+// If you have no idea what this is, leave it alone!
+//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
+
+// Vulkan includes
+#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
+#define VK_NO_PROTOTYPES
+#endif
+#include <vulkan/vulkan.h>
+
+// Initialization data, for ImGui_ImplVulkan_Init()
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkan_InitInfo
+{
+ VkInstance Instance;
+ VkPhysicalDevice PhysicalDevice;
+ VkDevice Device;
+ uint32_t QueueFamily;
+ VkQueue Queue;
+ VkPipelineCache PipelineCache;
+ VkDescriptorPool DescriptorPool;
+ uint32_t Subpass;
+ uint32_t MinImageCount; // >= 2
+ uint32_t ImageCount; // >= MinImageCount
+ VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
+ const VkAllocationCallbacks* Allocator;
+ void (*CheckVkResultFn)(VkResult err);
+};
+
+// Called by user code
+IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
+IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
+IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
+IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
+IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
+
+// Optional: load Vulkan functions with a custom function loader
+// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
+IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL);
+
+//-------------------------------------------------------------------------
+// Internal / Miscellaneous Vulkan Helpers
+// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
+//-------------------------------------------------------------------------
+// You probably do NOT need to use or care about those functions.
+// Those functions only exist because:
+// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
+// 2) the upcoming multi-viewport feature will need them internally.
+// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
+// but it is too much code to duplicate everywhere so we exceptionally expose them.
+//
+// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
+// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
+// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
+//-------------------------------------------------------------------------
+
+struct ImGui_ImplVulkanH_Frame;
+struct ImGui_ImplVulkanH_Window;
+
+// Helpers
+IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
+IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
+IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
+IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
+IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
+
+// Helper structure to hold the data needed by one rendering frame
+// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_Frame
+{
+ VkCommandPool CommandPool;
+ VkCommandBuffer CommandBuffer;
+ VkFence Fence;
+ VkImage Backbuffer;
+ VkImageView BackbufferView;
+ VkFramebuffer Framebuffer;
+};
+
+struct ImGui_ImplVulkanH_FrameSemaphores
+{
+ VkSemaphore ImageAcquiredSemaphore;
+ VkSemaphore RenderCompleteSemaphore;
+};
+
+// Helper structure to hold the data needed by one rendering context into one OS window
+// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
+struct ImGui_ImplVulkanH_Window
+{
+ int Width;
+ int Height;
+ VkSwapchainKHR Swapchain;
+ VkSurfaceKHR Surface;
+ VkSurfaceFormatKHR SurfaceFormat;
+ VkPresentModeKHR PresentMode;
+ VkRenderPass RenderPass;
+ VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
+ bool ClearEnable;
+ VkClearValue ClearValue;
+ uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
+ uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
+ uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
+ ImGui_ImplVulkanH_Frame* Frames;
+ ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
+
+ ImGui_ImplVulkanH_Window()
+ {
+ memset(this, 0, sizeof(*this));
+ PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
+ ClearEnable = true;
+ }
+};
+
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.cpp
new file mode 100644
index 0000000..2f621ed
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.cpp
@@ -0,0 +1,717 @@
+// dear imgui: Renderer for WebGPU
+// This needs to be used along with a Platform Binding (e.g. GLFW)
+// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-08-24: Fix for latest specs.
+// 2021-05-24: Add support for draw_data->FramebufferScale.
+// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
+// 2021-02-18: Change blending equation to preserve alpha in output buffer.
+// 2021-01-28: Initial version.
+
+#include "imgui.h"
+#include "imgui_impl_wgpu.h"
+#include <limits.h>
+#include <webgpu/webgpu.h>
+
+#define HAS_EMSCRIPTEN_VERSION(major, minor, tiny) (__EMSCRIPTEN_major__ > (major) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ > (minor)) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ == (minor) && __EMSCRIPTEN_tiny__ >= (tiny)))
+
+#if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20)
+#error "Requires at least emscripten 2.0.20"
+#endif
+
+// Dear ImGui prototypes from imgui_internal.h
+extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
+
+// WebGPU data
+static WGPUDevice g_wgpuDevice = NULL;
+static WGPUQueue g_defaultQueue = NULL;
+static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
+static WGPURenderPipeline g_pipelineState = NULL;
+
+struct RenderResources
+{
+ WGPUTexture FontTexture; // Font texture
+ WGPUTextureView FontTextureView; // Texture view for font texture
+ WGPUSampler Sampler; // Sampler for the font texture
+ WGPUBuffer Uniforms; // Shader uniforms
+ WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline
+ ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
+ WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui
+ WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
+};
+static RenderResources g_resources;
+
+struct FrameResources
+{
+ WGPUBuffer IndexBuffer;
+ WGPUBuffer VertexBuffer;
+ ImDrawIdx* IndexBufferHost;
+ ImDrawVert* VertexBufferHost;
+ int IndexBufferSize;
+ int VertexBufferSize;
+};
+static FrameResources* g_pFrameResources = NULL;
+static unsigned int g_numFramesInFlight = 0;
+static unsigned int g_frameIndex = UINT_MAX;
+
+struct Uniforms
+{
+ float MVP[4][4];
+};
+
+//-----------------------------------------------------------------------------
+// SHADERS
+//-----------------------------------------------------------------------------
+
+// glsl_shader.vert, compiled with:
+// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
+/*
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+layout(set=0, binding = 0) uniform transform { mat4 mvp; };
+
+out gl_PerVertex { vec4 gl_Position; };
+layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
+
+void main()
+{
+ Out.Color = aColor;
+ Out.UV = aUV;
+ gl_Position = mvp * vec4(aPos, 0, 1);
+}
+*/
+static uint32_t __glsl_shader_vert_spv[] =
+{
+ 0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
+ 0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
+ 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
+ 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
+ 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
+ 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d,
+ 0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005,
+ 0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b,
+ 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
+ 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
+ 0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d,
+ 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010,
+ 0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047,
+ 0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013,
+ 0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,
+ 0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e,
+ 0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b,
+ 0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b,
+ 0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b,
+ 0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b,
+ 0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b,
+ 0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e,
+ 0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a,
+ 0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d,
+ 0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f,
+ 0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023,
+ 0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026,
+ 0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,
+ 0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b,
+ 0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015,
+ 0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016,
+ 0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022,
+ 0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027,
+ 0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050,
+ 0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007,
+ 0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d,
+ 0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038
+};
+
+// glsl_shader.frag, compiled with:
+// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+/*
+#version 450 core
+layout(location = 0) out vec4 fColor;
+layout(set=0, binding=1) uniform sampler s;
+layout(set=1, binding=0) uniform texture2D t;
+layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
+void main()
+{
+ fColor = In.Color * texture(sampler2D(t, s), In.UV.st);
+}
+*/
+static uint32_t __glsl_shader_frag_spv[] =
+{
+ 0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
+ 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
+ 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
+ 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005,
+ 0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,
+ 0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015,
+ 0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019,
+ 0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,
+ 0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,
+ 0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,
+ 0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,
+ 0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,
+ 0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,
+ 0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,
+ 0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b,
+ 0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000,
+ 0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013,
+ 0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a,
+ 0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,
+ 0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,
+ 0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019,
+ 0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f,
+ 0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007,
+ 0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021,
+ 0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038
+};
+
+static void SafeRelease(ImDrawIdx*& res)
+{
+ if (res)
+ delete[] res;
+ res = NULL;
+}
+static void SafeRelease(ImDrawVert*& res)
+{
+ if (res)
+ delete[] res;
+ res = NULL;
+}
+static void SafeRelease(WGPUBindGroupLayout& res)
+{
+ if (res)
+ wgpuBindGroupLayoutRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUBindGroup& res)
+{
+ if (res)
+ wgpuBindGroupRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUBuffer& res)
+{
+ if (res)
+ wgpuBufferRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPURenderPipeline& res)
+{
+ if (res)
+ wgpuRenderPipelineRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUSampler& res)
+{
+ if (res)
+ wgpuSamplerRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUShaderModule& res)
+{
+ if (res)
+ wgpuShaderModuleRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUTextureView& res)
+{
+ if (res)
+ wgpuTextureViewRelease(res);
+ res = NULL;
+}
+static void SafeRelease(WGPUTexture& res)
+{
+ if (res)
+ wgpuTextureRelease(res);
+ res = NULL;
+}
+
+static void SafeRelease(RenderResources& res)
+{
+ SafeRelease(res.FontTexture);
+ SafeRelease(res.FontTextureView);
+ SafeRelease(res.Sampler);
+ SafeRelease(res.Uniforms);
+ SafeRelease(res.CommonBindGroup);
+ SafeRelease(res.ImageBindGroup);
+ SafeRelease(res.ImageBindGroupLayout);
+};
+
+static void SafeRelease(FrameResources& res)
+{
+ SafeRelease(res.IndexBuffer);
+ SafeRelease(res.VertexBuffer);
+ SafeRelease(res.IndexBufferHost);
+ SafeRelease(res.VertexBufferHost);
+}
+
+static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
+{
+ WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
+ spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
+ spirv_desc.codeSize = binary_data_size;
+ spirv_desc.code = binary_data;
+
+ WGPUShaderModuleDescriptor desc = {};
+ desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
+
+ WGPUProgrammableStageDescriptor stage_desc = {};
+ stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc);
+ stage_desc.entryPoint = "main";
+ return stage_desc;
+}
+
+static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
+{
+ WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
+
+ WGPUBindGroupDescriptor image_bg_descriptor = {};
+ image_bg_descriptor.layout = layout;
+ image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
+ image_bg_descriptor.entries = image_bg_entries;
+ return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor);
+}
+
+static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
+{
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ {
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp));
+ }
+
+ // Setup viewport
+ wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
+
+ // Bind shader and vertex buffers
+ wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, 0);
+ wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, 0);
+ wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
+ wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL);
+
+ // Setup blend factor
+ WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
+ wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
+}
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ // FIXME: Assuming that this only gets called once per frame!
+ // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+ g_frameIndex = g_frameIndex + 1;
+ FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
+
+ // Create and grow vertex/index buffers if needed
+ if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (fr->VertexBuffer)
+ {
+ wgpuBufferDestroy(fr->VertexBuffer);
+ wgpuBufferRelease(fr->VertexBuffer);
+ }
+ SafeRelease(fr->VertexBufferHost);
+ fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+
+ WGPUBufferDescriptor vb_desc =
+ {
+ NULL,
+ "Dear ImGui Vertex buffer",
+ WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
+ fr->VertexBufferSize * sizeof(ImDrawVert),
+ false
+ };
+ fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc);
+ if (!fr->VertexBuffer)
+ return;
+
+ fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
+ }
+ if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (fr->IndexBuffer)
+ {
+ wgpuBufferDestroy(fr->IndexBuffer);
+ wgpuBufferRelease(fr->IndexBuffer);
+ }
+ SafeRelease(fr->IndexBufferHost);
+ fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+
+ WGPUBufferDescriptor ib_desc =
+ {
+ NULL,
+ "Dear ImGui Index buffer",
+ WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
+ fr->IndexBufferSize * sizeof(ImDrawIdx),
+ false
+ };
+ fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc);
+ if (!fr->IndexBuffer)
+ return;
+
+ fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
+ }
+
+ // Upload vertex/index data into a single contiguous GPU buffer
+ ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
+ ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3;
+ int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3;
+ wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
+ wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
+
+ // Setup desired render state
+ ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ ImVec2 clip_scale = draw_data->FramebufferScale;
+ ImVec2 clip_off = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != NULL)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Bind custom texture
+ ImTextureID tex_id = pcmd->GetTexID();
+ ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
+ auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash);
+ if (bind_group)
+ {
+ wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
+ }
+ else
+ {
+ WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
+ g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
+ wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
+ }
+
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle, Draw
+ wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y));
+ wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+static void ImGui_ImplWGPU_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height, size_pp;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
+
+ // Upload texture to graphics system
+ {
+ WGPUTextureDescriptor tex_desc = {};
+ tex_desc.label = "Dear ImGui Font Texture";
+ tex_desc.dimension = WGPUTextureDimension_2D;
+ tex_desc.size.width = width;
+ tex_desc.size.height = height;
+ tex_desc.size.depthOrArrayLayers = 1;
+ tex_desc.sampleCount = 1;
+ tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
+ tex_desc.mipLevelCount = 1;
+ tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
+ g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc);
+
+ WGPUTextureViewDescriptor tex_view_desc = {};
+ tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
+ tex_view_desc.dimension = WGPUTextureViewDimension_2D;
+ tex_view_desc.baseMipLevel = 0;
+ tex_view_desc.mipLevelCount = 1;
+ tex_view_desc.baseArrayLayer = 0;
+ tex_view_desc.arrayLayerCount = 1;
+ tex_view_desc.aspect = WGPUTextureAspect_All;
+ g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc);
+ }
+
+ // Upload texture data
+ {
+ WGPUImageCopyTexture dst_view = {};
+ dst_view.texture = g_resources.FontTexture;
+ dst_view.mipLevel = 0;
+ dst_view.origin = { 0, 0, 0 };
+ dst_view.aspect = WGPUTextureAspect_All;
+ WGPUTextureDataLayout layout = {};
+ layout.offset = 0;
+ layout.bytesPerRow = width * size_pp;
+ layout.rowsPerImage = height;
+ WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
+ wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
+ }
+
+ // Create the associated sampler
+ {
+ WGPUSamplerDescriptor sampler_desc = {};
+ sampler_desc.minFilter = WGPUFilterMode_Linear;
+ sampler_desc.magFilter = WGPUFilterMode_Linear;
+ sampler_desc.mipmapFilter = WGPUFilterMode_Linear;
+ sampler_desc.addressModeU = WGPUAddressMode_Repeat;
+ sampler_desc.addressModeV = WGPUAddressMode_Repeat;
+ sampler_desc.addressModeW = WGPUAddressMode_Repeat;
+ sampler_desc.maxAnisotropy = 1;
+ g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
+ }
+
+ // Store our identifier
+ static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
+ io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView);
+}
+
+static void ImGui_ImplWGPU_CreateUniformBuffer()
+{
+ WGPUBufferDescriptor ub_desc =
+ {
+ NULL,
+ "Dear ImGui Uniform buffer",
+ WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
+ sizeof(Uniforms),
+ false
+ };
+ g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc);
+}
+
+bool ImGui_ImplWGPU_CreateDeviceObjects()
+{
+ if (!g_wgpuDevice)
+ return false;
+ if (g_pipelineState)
+ ImGui_ImplWGPU_InvalidateDeviceObjects();
+
+ // Create render pipeline
+ WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
+ graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
+ graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
+ graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
+ graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
+ graphics_pipeline_desc.multisample.count = 1;
+ graphics_pipeline_desc.multisample.mask = UINT_MAX;
+ graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
+ graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation
+
+ // Create the vertex shader
+ WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
+ graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
+ graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
+
+ // Vertex input configuration
+ WGPUVertexAttribute attribute_desc[] =
+ {
+ { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
+ { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
+ { WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
+ };
+
+ WGPUVertexBufferLayout buffer_layouts[1];
+ buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
+ buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
+ buffer_layouts[0].attributeCount = 3;
+ buffer_layouts[0].attributes = attribute_desc;
+
+ graphics_pipeline_desc.vertex.bufferCount = 1;
+ graphics_pipeline_desc.vertex.buffers = buffer_layouts;
+
+ // Create the pixel shader
+ WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t));
+
+ // Create the blending setup
+ WGPUBlendState blend_state = {};
+ blend_state.alpha.operation = WGPUBlendOperation_Add;
+ blend_state.alpha.srcFactor = WGPUBlendFactor_One;
+ blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+ blend_state.color.operation = WGPUBlendOperation_Add;
+ blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
+ blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+
+ WGPUColorTargetState color_state = {};
+ color_state.format = g_renderTargetFormat;
+ color_state.blend = &blend_state;
+ color_state.writeMask = WGPUColorWriteMask_All;
+
+ WGPUFragmentState fragment_state = {};
+ fragment_state.module = pixel_shader_desc.module;
+ fragment_state.entryPoint = pixel_shader_desc.entryPoint;
+ fragment_state.targetCount = 1;
+ fragment_state.targets = &color_state;
+
+ graphics_pipeline_desc.fragment = &fragment_state;
+
+ // Create depth-stencil State
+ WGPUDepthStencilState depth_stencil_state = {};
+ depth_stencil_state.depthBias = 0;
+ depth_stencil_state.depthBiasClamp = 0;
+ depth_stencil_state.depthBiasSlopeScale = 0;
+
+ // Configure disabled depth-stencil state
+ graphics_pipeline_desc.depthStencil = nullptr;
+
+ g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
+
+ ImGui_ImplWGPU_CreateFontsTexture();
+ ImGui_ImplWGPU_CreateUniformBuffer();
+
+ // Create resource bind group
+ WGPUBindGroupLayout bg_layouts[2];
+ bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0);
+ bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1);
+
+ WGPUBindGroupEntry common_bg_entries[] =
+ {
+ { nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
+ { nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 },
+ };
+
+ WGPUBindGroupDescriptor common_bg_descriptor = {};
+ common_bg_descriptor.layout = bg_layouts[0];
+ common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
+ common_bg_descriptor.entries = common_bg_entries;
+ g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor);
+
+ WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
+ g_resources.ImageBindGroup = image_bind_group;
+ g_resources.ImageBindGroupLayout = bg_layouts[1];
+ g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
+
+ SafeRelease(vertex_shader_desc.module);
+ SafeRelease(pixel_shader_desc.module);
+ SafeRelease(bg_layouts[0]);
+
+ return true;
+}
+
+void ImGui_ImplWGPU_InvalidateDeviceObjects()
+{
+ if (!g_wgpuDevice)
+ return;
+
+ SafeRelease(g_pipelineState);
+ SafeRelease(g_resources);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+
+ for (unsigned int i = 0; i < g_numFramesInFlight; i++)
+ SafeRelease(g_pFrameResources[i]);
+}
+
+bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format)
+{
+ // Setup backend capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_webgpu";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ g_wgpuDevice = device;
+ g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice);
+ g_renderTargetFormat = rt_format;
+ g_pFrameResources = new FrameResources[num_frames_in_flight];
+ g_numFramesInFlight = num_frames_in_flight;
+ g_frameIndex = UINT_MAX;
+
+ g_resources.FontTexture = NULL;
+ g_resources.FontTextureView = NULL;
+ g_resources.Sampler = NULL;
+ g_resources.Uniforms = NULL;
+ g_resources.CommonBindGroup = NULL;
+ g_resources.ImageBindGroups.Data.reserve(100);
+ g_resources.ImageBindGroup = NULL;
+ g_resources.ImageBindGroupLayout = NULL;
+
+ // Create buffers with a default size (they will later be grown as needed)
+ for (int i = 0; i < num_frames_in_flight; i++)
+ {
+ FrameResources* fr = &g_pFrameResources[i];
+ fr->IndexBuffer = NULL;
+ fr->VertexBuffer = NULL;
+ fr->IndexBufferHost = NULL;
+ fr->VertexBufferHost = NULL;
+ fr->IndexBufferSize = 10000;
+ fr->VertexBufferSize = 5000;
+ }
+
+ return true;
+}
+
+void ImGui_ImplWGPU_Shutdown()
+{
+ ImGui_ImplWGPU_InvalidateDeviceObjects();
+ delete[] g_pFrameResources;
+ g_pFrameResources = NULL;
+ wgpuQueueRelease(g_defaultQueue);
+ g_wgpuDevice = NULL;
+ g_numFramesInFlight = 0;
+ g_frameIndex = UINT_MAX;
+}
+
+void ImGui_ImplWGPU_NewFrame()
+{
+ if (!g_pipelineState)
+ ImGui_ImplWGPU_CreateDeviceObjects();
+}
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.h b/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.h
new file mode 100644
index 0000000..ec10768
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_wgpu.h
@@ -0,0 +1,25 @@
+// dear imgui: Renderer for WebGPU
+// This needs to be used along with a Platform Binding (e.g. GLFW)
+// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+#include <webgpu/webgpu.h>
+
+IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format);
+IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_win32.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_win32.cpp
new file mode 100644
index 0000000..51fb470
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_win32.cpp
@@ -0,0 +1,616 @@
+// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+
+// Implemented features:
+// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include <windows.h>
+#include <tchar.h>
+#include <dwmapi.h>
+
+// Configuration flags to add in your imconfig.h file:
+//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
+
+// Using XInput for gamepad (will load DLL dynamically)
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+#include <xinput.h>
+typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
+typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
+#endif
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
+// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo doesn't have focus.
+// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
+// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
+// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
+// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
+// 2021-01-25: Inputs: Dynamically loading XInput DLL.
+// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
+// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
+// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
+// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
+// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
+// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
+// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
+// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
+// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
+// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
+// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
+// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
+// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
+
+struct ImGui_ImplWin32_Data
+{
+ HWND hWnd;
+ HWND MouseHwnd;
+ bool MouseTracked;
+ INT64 Time;
+ INT64 TicksPerSecond;
+ ImGuiMouseCursor LastMouseCursor;
+ bool HasGamepad;
+ bool WantUpdateHasGamepad;
+
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ HMODULE XInputDLL;
+ PFN_XInputGetCapabilities XInputGetCapabilities;
+ PFN_XInputGetState XInputGetState;
+#endif
+
+ ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
+}
+
+// Functions
+bool ImGui_ImplWin32_Init(void* hwnd)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
+
+ INT64 perf_frequency, perf_counter;
+ if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
+ return false;
+ if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
+ return false;
+
+ // Setup backend capabilities flags
+ ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = "imgui_impl_win32";
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ bd->hWnd = (HWND)hwnd;
+ bd->WantUpdateHasGamepad = true;
+ bd->TicksPerSecond = perf_frequency;
+ bd->Time = perf_counter;
+ bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
+
+ io.ImeWindowHandle = hwnd;
+
+ // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+ io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Space] = VK_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ // Dynamically load XInput library
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ const char* xinput_dll_names[] =
+ {
+ "xinput1_4.dll", // Windows 8+
+ "xinput1_3.dll", // DirectX SDK
+ "xinput9_1_0.dll", // Windows Vista, Windows 7
+ "xinput1_2.dll", // DirectX SDK
+ "xinput1_1.dll" // DirectX SDK
+ };
+ for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
+ if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
+ {
+ bd->XInputDLL = dll;
+ bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
+ bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
+ break;
+ }
+#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+
+ return true;
+}
+
+void ImGui_ImplWin32_Shutdown()
+{
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Unload XInput library
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ if (bd->XInputDLL)
+ ::FreeLibrary(bd->XInputDLL);
+#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+
+ io.BackendPlatformName = NULL;
+ io.BackendPlatformUserData = NULL;
+ IM_DELETE(bd);
+}
+
+static bool ImGui_ImplWin32_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return false;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ ::SetCursor(NULL);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ LPTSTR win32_cursor = IDC_ARROW;
+ switch (imgui_cursor)
+ {
+ case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
+ case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
+ case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
+ case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
+ case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
+ case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
+ case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
+ case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
+ case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
+ }
+ ::SetCursor(::LoadCursor(NULL, win32_cursor));
+ }
+ return true;
+}
+
+static void ImGui_ImplWin32_UpdateMousePos()
+{
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(bd->hWnd != 0);
+
+ const ImVec2 mouse_pos_prev = io.MousePos;
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+
+ // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
+ HWND focused_window = ::GetForegroundWindow();
+ HWND hovered_window = bd->MouseHwnd;
+ HWND mouse_window = NULL;
+ if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
+ mouse_window = hovered_window;
+ else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
+ mouse_window = focused_window;
+ if (mouse_window == NULL)
+ return;
+
+ // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ {
+ POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
+ if (::ClientToScreen(bd->hWnd, &pos))
+ ::SetCursorPos(pos.x, pos.y);
+ }
+
+ // Set Dear ImGui mouse position from OS position
+ POINT pos;
+ if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
+ io.MousePos = ImVec2((float)pos.x, (float)pos.y);
+}
+
+// Gamepad navigation mapping
+static void ImGui_ImplWin32_UpdateGamepads()
+{
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ return;
+
+ // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
+ // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
+ if (bd->WantUpdateHasGamepad)
+ {
+ XINPUT_CAPABILITIES caps;
+ bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
+ bd->WantUpdateHasGamepad = false;
+ }
+
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ XINPUT_STATE xinput_state;
+ if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
+ {
+ const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+ #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
+ #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
+ MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
+ MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
+ MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
+ MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
+ MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
+ MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
+ MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
+ MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
+ MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
+ MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
+ MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+ }
+#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+}
+
+void ImGui_ImplWin32_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
+
+ // Setup display size (every frame to accommodate for window resizing)
+ RECT rect = { 0, 0, 0, 0 };
+ ::GetClientRect(bd->hWnd, &rect);
+ io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+ // Setup time step
+ INT64 current_time = 0;
+ ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
+ io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
+ bd->Time = current_time;
+
+ // Update OS mouse position
+ ImGui_ImplWin32_UpdateMousePos();
+
+ // Update OS mouse cursor with the cursor requested by imgui
+ ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+ if (bd->LastMouseCursor != mouse_cursor)
+ {
+ bd->LastMouseCursor = mouse_cursor;
+ ImGui_ImplWin32_UpdateMouseCursor();
+ }
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplWin32_UpdateGamepads();
+}
+
+// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
+#ifndef WM_MOUSEHWHEEL
+#define WM_MOUSEHWHEEL 0x020E
+#endif
+#ifndef DBT_DEVNODES_CHANGED
+#define DBT_DEVNODES_CHANGED 0x0007
+#endif
+
+// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
+// Call from your application's message handler.
+// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+#if 0
+// Copy this line into your .cpp file to forward declare the function.
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+#endif
+IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui::GetCurrentContext() == NULL)
+ return 0;
+
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+
+ switch (msg)
+ {
+ case WM_MOUSEMOVE:
+ // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
+ bd->MouseHwnd = hwnd;
+ if (!bd->MouseTracked)
+ {
+ TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
+ ::TrackMouseEvent(&tme);
+ bd->MouseTracked = true;
+ }
+ break;
+ case WM_MOUSELEAVE:
+ if (bd->MouseHwnd == hwnd)
+ bd->MouseHwnd = NULL;
+ bd->MouseTracked = false;
+ break;
+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+ case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
+ if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
+ if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
+ if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+ ::SetCapture(hwnd);
+ io.MouseDown[button] = true;
+ return 0;
+ }
+ case WM_LBUTTONUP:
+ case WM_RBUTTONUP:
+ case WM_MBUTTONUP:
+ case WM_XBUTTONUP:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONUP) { button = 0; }
+ if (msg == WM_RBUTTONUP) { button = 1; }
+ if (msg == WM_MBUTTONUP) { button = 2; }
+ if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
+ io.MouseDown[button] = false;
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+ ::ReleaseCapture();
+ return 0;
+ }
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
+ return 0;
+ case WM_MOUSEHWHEEL:
+ io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
+ return 0;
+ case WM_KEYDOWN:
+ case WM_KEYUP:
+ case WM_SYSKEYDOWN:
+ case WM_SYSKEYUP:
+ {
+ bool down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
+ if (wParam < 256)
+ io.KeysDown[wParam] = down;
+ if (wParam == VK_CONTROL)
+ io.KeyCtrl = down;
+ if (wParam == VK_SHIFT)
+ io.KeyShift = down;
+ if (wParam == VK_MENU)
+ io.KeyAlt = down;
+ return 0;
+ }
+ case WM_SETFOCUS:
+ case WM_KILLFOCUS:
+ io.AddFocusEvent(msg == WM_SETFOCUS);
+ return 0;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacterUTF16((unsigned short)wParam);
+ return 0;
+ case WM_SETCURSOR:
+ if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
+ return 1;
+ return 0;
+ case WM_DEVICECHANGE:
+ if ((UINT)wParam == DBT_DEVNODES_CHANGED)
+ bd->WantUpdateHasGamepad = true;
+ return 0;
+ }
+ return 0;
+}
+
+
+//--------------------------------------------------------------------------------------------------------
+// DPI-related helpers (optional)
+//--------------------------------------------------------------------------------------------------------
+// - Use to enable DPI awareness without having to create an application manifest.
+// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
+// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
+// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
+// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
+//---------------------------------------------------------------------------------------------------------
+// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
+// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
+// If you are trying to implement your own backend for your own engine, you may ignore that noise.
+//---------------------------------------------------------------------------------------------------------
+
+// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
+// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
+static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
+{
+ typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
+ static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
+ if (RtlVerifyVersionInfoFn == NULL)
+ if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
+ RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
+ if (RtlVerifyVersionInfoFn == NULL)
+ return FALSE;
+
+ RTL_OSVERSIONINFOEXW versionInfo = { };
+ ULONGLONG conditionMask = 0;
+ versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
+ versionInfo.dwMajorVersion = major;
+ versionInfo.dwMinorVersion = minor;
+ VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
+ VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
+ return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
+}
+
+#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
+#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
+#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
+#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
+
+#ifndef DPI_ENUMS_DECLARED
+typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
+typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
+#endif
+#ifndef _DPI_AWARENESS_CONTEXTS_
+DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
+#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
+#endif
+#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
+#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
+#endif
+typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
+typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
+typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
+
+// Helper function to enable DPI awareness without setting up a manifest
+void ImGui_ImplWin32_EnableDpiAwareness()
+{
+ if (_IsWindows10OrGreater())
+ {
+ static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
+ if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
+ {
+ SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
+ return;
+ }
+ }
+ if (_IsWindows8Point1OrGreater())
+ {
+ static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
+ if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
+ {
+ SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
+ return;
+ }
+ }
+#if _WIN32_WINNT >= 0x0600
+ ::SetProcessDPIAware();
+#endif
+}
+
+#if defined(_MSC_VER) && !defined(NOGDI)
+#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
+#endif
+
+float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
+{
+ UINT xdpi = 96, ydpi = 96;
+ if (_IsWindows8Point1OrGreater())
+ {
+ static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
+ static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
+ if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
+ GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
+ if (GetDpiForMonitorFn != NULL)
+ {
+ GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
+ IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
+ return xdpi / 96.0f;
+ }
+ }
+#ifndef NOGDI
+ const HDC dc = ::GetDC(NULL);
+ xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
+ ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
+ IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
+ ::ReleaseDC(NULL, dc);
+#endif
+ return xdpi / 96.0f;
+}
+
+float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
+{
+ HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
+ return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
+}
+
+//---------------------------------------------------------------------------------------------------------
+// Transparency related helpers (optional)
+//--------------------------------------------------------------------------------------------------------
+
+#if defined(_MSC_VER)
+#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
+#endif
+
+// [experimental]
+// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
+// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
+void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
+{
+ if (!_IsWindowsVistaOrGreater())
+ return;
+
+ BOOL composition;
+ if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
+ return;
+
+ BOOL opaque;
+ DWORD color;
+ if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
+ {
+ HRGN region = ::CreateRectRgn(0, 0, -1, -1);
+ DWM_BLURBEHIND bb = {};
+ bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
+ bb.hRgnBlur = region;
+ bb.fEnable = TRUE;
+ ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
+ ::DeleteObject(region);
+ }
+ else
+ {
+ DWM_BLURBEHIND bb = {};
+ bb.dwFlags = DWM_BB_ENABLE;
+ ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
+ }
+}
+
+//---------------------------------------------------------------------------------------------------------
diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_win32.h b/Client/ThirdParty/imgui/backends/imgui_impl_win32.h
new file mode 100644
index 0000000..768fe16
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/imgui_impl_win32.h
@@ -0,0 +1,42 @@
+// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+
+// Implemented features:
+// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
+IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
+
+// Win32 message handler your application need to call.
+// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
+// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
+#if 0
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+#endif
+
+// DPI-related helpers (optional)
+// - Use to enable DPI awareness without having to create an application manifest.
+// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
+// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
+// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
+// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
+IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
+IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
+IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
+
+// Transparency related helpers (optional) [experimental]
+// - Use to enable alpha compositing transparency with the desktop.
+// - Use together with e.g. clearing your framebuffer with zero-alpha.
+IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
diff --git a/Client/ThirdParty/imgui/backends/vulkan/generate_spv.sh b/Client/ThirdParty/imgui/backends/vulkan/generate_spv.sh
new file mode 100644
index 0000000..948ef77
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/vulkan/generate_spv.sh
@@ -0,0 +1,6 @@
+#!/bin/bash
+## -V: create SPIR-V binary
+## -x: save binary output as text-based 32-bit hexadecimal numbers
+## -o: output file
+glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
diff --git a/Client/ThirdParty/imgui/backends/vulkan/glsl_shader.frag b/Client/ThirdParty/imgui/backends/vulkan/glsl_shader.frag
new file mode 100644
index 0000000..ce7e6f7
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/vulkan/glsl_shader.frag
@@ -0,0 +1,14 @@
+#version 450 core
+layout(location = 0) out vec4 fColor;
+
+layout(set=0, binding=0) uniform sampler2D sTexture;
+
+layout(location = 0) in struct {
+ vec4 Color;
+ vec2 UV;
+} In;
+
+void main()
+{
+ fColor = In.Color * texture(sTexture, In.UV.st);
+}
diff --git a/Client/ThirdParty/imgui/backends/vulkan/glsl_shader.vert b/Client/ThirdParty/imgui/backends/vulkan/glsl_shader.vert
new file mode 100644
index 0000000..9425365
--- /dev/null
+++ b/Client/ThirdParty/imgui/backends/vulkan/glsl_shader.vert
@@ -0,0 +1,25 @@
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+
+layout(push_constant) uniform uPushConstant {
+ vec2 uScale;
+ vec2 uTranslate;
+} pc;
+
+out gl_PerVertex {
+ vec4 gl_Position;
+};
+
+layout(location = 0) out struct {
+ vec4 Color;
+ vec2 UV;
+} Out;
+
+void main()
+{
+ Out.Color = aColor;
+ Out.UV = aUV;
+ gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
+}