Merge branch 'master' into force-critical-input-trickle
This commit is contained in:
commit
09a3da50eb
70 changed files with 1547 additions and 228 deletions
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@ -339,17 +339,22 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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IM_ASSERT(pTexture != nullptr);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
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pTexture->Release();
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if (pTexture != nullptr) {
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
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pTexture->Release();
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} else {
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bd->pFontTextureView=NULL;
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bd->pFontSampler=NULL;
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return;
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}
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}
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// Store our identifier
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@ -361,9 +366,9 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.MipLODBias = 0.f;
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desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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@ -609,13 +614,15 @@ void ImGui_ImplDX11_Shutdown()
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IM_DELETE(bd);
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}
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void ImGui_ImplDX11_NewFrame()
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bool ImGui_ImplDX11_NewFrame()
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
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if (!bd->pFontSampler)
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ImGui_ImplDX11_CreateDeviceObjects();
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return bd->pFontSampler!=NULL;
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}
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//--------------------------------------------------------------------------------------------------------
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@ -19,7 +19,7 @@ struct ID3D11DeviceContext;
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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@ -199,15 +199,18 @@
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
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#endif
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#include "../../../src/ta-log.h"
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// [Debugging]
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//#define IMGUI_IMPL_OPENGL_DEBUG
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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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#include <stdio.h>
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#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
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#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) logE("GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
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#else
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#define GL_CALL(_CALL) _CALL // Call without error check
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#endif
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#define GL_CALL_FALSE(_CALL) _CALL; { GLenum gl_err = glGetError(); if (gl_err != 0) { logW("GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); return false; } }
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// OpenGL Data
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struct ImGui_ImplOpenGL3_Data
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{
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@ -324,7 +327,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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#endif
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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
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logD("\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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@ -389,13 +392,14 @@ void ImGui_ImplOpenGL3_Shutdown()
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IM_DELETE(bd);
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}
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void ImGui_ImplOpenGL3_NewFrame()
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bool ImGui_ImplOpenGL3_NewFrame()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
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if (!bd->ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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return ImGui_ImplOpenGL3_CreateDeviceObjects();
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return true;
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}
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
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@ -674,14 +678,20 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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GLint last_texture;
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GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GL_CALL(glGenTextures(1, &bd->FontTexture));
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GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
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// clear errors
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glGetError();
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GL_CALL_FALSE(glGenTextures(1, &bd->FontTexture));
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GL_CALL_FALSE(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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#endif
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GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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glGetError();
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GL_CALL_FALSE(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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@ -918,7 +928,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glGenBuffers(1, &bd->VboHandle);
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glGenBuffers(1, &bd->ElementsHandle);
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ImGui_ImplOpenGL3_CreateFontsTexture();
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bool whatReturn=true;
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if (!ImGui_ImplOpenGL3_CreateFontsTexture()) whatReturn=false;
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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@ -927,7 +939,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glBindVertexArray(last_vertex_array);
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#endif
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return true;
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return whatReturn;
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}
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void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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@ -29,7 +29,7 @@
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// Backend API
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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// (Optional) Called by Init/NewFrame/Shutdown
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126
extern/imgui_patched/imconfig_fur.h
vendored
Normal file
126
extern/imgui_patched/imconfig_fur.h
vendored
Normal file
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@ -0,0 +1,126 @@
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//-----------------------------------------------------------------------------
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// COMPILE-TIME OPTIONS FOR DEAR IMGUI
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// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
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// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
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//-----------------------------------------------------------------------------
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// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
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// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
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//-----------------------------------------------------------------------------
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// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
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// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
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// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
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// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
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//-----------------------------------------------------------------------------
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#pragma once
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//---- Define assertion handler. Defaults to calling assert().
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// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
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//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
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#define IM_ASSERT_USER_ERROR(_x,_y) if (!(_x)) printf("assert fail: " _y "\n");
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//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
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// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
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// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
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// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
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//#define IMGUI_API __declspec( dllexport )
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//#define IMGUI_API __declspec( dllimport )
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//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
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//---- Disable all of Dear ImGui or don't implement standard windows.
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// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
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//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
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//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
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//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty.
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//---- Don't implement some functions to reduce linkage requirements.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
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//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
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//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
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//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
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//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
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//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
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//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
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//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
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//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
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//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
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//---- Include imgui_user.h at the end of imgui.h as a convenience
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
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//#define IMGUI_USE_WCHAR32
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//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
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// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
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//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
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//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
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//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
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//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
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//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
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// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
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// #define IMGUI_USE_STB_SPRINTF
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//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
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// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
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// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
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//#define IMGUI_ENABLE_FREETYPE
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//---- Use stb_truetype to build and rasterize the font atlas (default)
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// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
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//#define IMGUI_ENABLE_STB_TRUETYPE
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//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
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// This will be inlined as part of ImVec2 and ImVec4 class declarations.
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/*
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#define IM_VEC2_CLASS_EXTRA \
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ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
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operator MyVec2() const { return MyVec2(x,y); }
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#define IM_VEC4_CLASS_EXTRA \
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ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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||||
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//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
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// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
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// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
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||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
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||||
//#define ImDrawIdx unsigned int
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||||
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
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||||
//struct ImDrawList;
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||||
//struct ImDrawCmd;
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||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
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//#define ImDrawCallback MyImDrawCallback
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||||
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||||
//---- Debug Tools: Macro to break in Debugger
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// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
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//#define IM_DEBUG_BREAK IM_ASSERT(0)
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//#define IM_DEBUG_BREAK __debugbreak()
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||||
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||||
//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
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// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
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// This adds a small runtime cost which is why it is not enabled by default.
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//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
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//---- Debug Tools: Enable slower asserts
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//#define IMGUI_DEBUG_PARANOID
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||||
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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/*
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namespace ImGui
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||||
{
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||||
void MyFunction(const char* name, const MyMatrix44& v);
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||||
}
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||||
*/
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4
extern/imgui_patched/imgui.h
vendored
4
extern/imgui_patched/imgui.h
vendored
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@ -52,9 +52,7 @@ Index of this file:
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||||
// Configuration file with compile-time options
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||||
// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
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#ifdef IMGUI_USER_CONFIG
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#include IMGUI_USER_CONFIG
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#endif
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#include "imconfig_fur.h"
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#include "imconfig.h"
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||||
|
||||
#ifndef IMGUI_DISABLE
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||||
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|
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|||
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