diff --git a/Evolve_ServerEmulator/README b/Evolve_ServerEmulator/README index e30587e..2817bb1 100644 --- a/Evolve_ServerEmulator/README +++ b/Evolve_ServerEmulator/README @@ -1,6 +1,6 @@ ####说明 -使用工具的源码:https://github.com/mitmproxy/mitmproxy -当且仅当2K DLC解锁时,需要该工具。 对于多人,Goldberg补丁会捕获并自动去掉HTTPS的头。 该文件夹内的证书和游戏补丁的证书应当一致,大概是证书固定吧,必须要有这样一个证书来进行。 -Fix: 感谢知乎 陈泽安(https://www.zhihu.com/question/422464846/answer/1619189974) 大佬回答的源码,现在将其打包为一个文件,减少了权限问题崩溃的概率。 +Fix: 感谢知乎 陈泽安(https://www.zhihu.com/question/422464846/answer/1619189974) 大佬回答的源码,现在将其打包为一个文件,减少了权限问题崩溃的概率。 +这是用于模拟服务器的代码。 + diff --git a/Evolve_ServerEmulator/ServerCrack.py b/Evolve_ServerEmulator/ServerCrack.py deleted file mode 100644 index 629699d..0000000 --- a/Evolve_ServerEmulator/ServerCrack.py +++ /dev/null @@ -1,218 +0,0 @@ -# !/usr/bin/env Python -# coding=utf-8 -""" - EVOLVE REBORN EMULATOR BY PINENUT -""" -from mitmproxy import http -from mitmproxy import ctx -import json -import time -import os - -""" -HTTPS HEADER.I DON'T KNOW WHETHER IS THIS FOR USE. -""" -twokheader = {"Server": "mitmcrack", - "Date": str(time.strftime('%a, %d %b %Y %H:%M:%S %Z', time.localtime(time.time()))), - "Content-Type": "application/json", - "Connection": "close", - "P3P": "CP=\"See http://www.take2games.com/privacy\"" - } - -multiheader = {"Content-Type": "application/json,charset=utf-8", - "Cache-Control": "no-cache, no-store, must-revalidate", - "Connection": "keep-alive", - "Date": str(time.strftime('%a, %d %b %Y %H:%M:%S %Z', time.localtime(time.time()))), - "Expires": "0", - "Server": "Pinenut-Crack/1.1", - "Pragma": "no-cache", - "X-Powered-By": "PHP/5.3.29" - } -baiduheader = { - "Bdpagetype": "2", - "Bdqid": "0x843bff380005b784", - "Cache-Control": "private", - "Connection": "keep-alive", - "Content-Encoding": "gzip", - "Content-Type": "text/html;charset=utf-8", - "Date": "Mon, 08 Mar 2021 07:10:30 GMT", - "Expires": "Mon, 08 Mar 9021 07:10:30 GMT", - "Server": "BWS/1.1", - "Set-Cookie": "BDSVRTM=135; path=/", - "Strict-Transport-Security": "max-age=172800", - "Traceid": "161518743002161303149528490052616042372", - "X-Ua-Compatible": "IE=Edge,chrome=1", - "Transfer-Encoding": "chunked", -} - - -# For Update Server, there aren't the same, so I write it below, not define here. - -def evolvecrack(jsonfile, logstr, optheader, flow): - ctx.log.info("[Pinenut Log]:" + logstr) - flow.response = http.HTTPResponse.make( - 200, # (optional) status code - jsonfile, # (optional) content - optheader) # (optional) - - -def readjson(jsonname): - with open(os.path.abspath('.') + "\\EvolveCrack\\" + jsonname, encoding="utf-8") as f: - return f.read() - - -def request(flow: http.HTTPFlow) -> None: - if "doorman/1" in flow.request.pretty_url: - evolvecrack(readjson("doorman.json"), "Game are Trying to request doorman in 2K", twokheader, flow) - elif "telemetry/1" in flow.request.pretty_url: - if "configs.generate" in flow.request.text: - telemetryconfiggenerate = str(readjson("telemetryconfiggenerate.json")) - # Set Time to Local Time. - teleconfig = telemetryconfiggenerate.replace("\"serverTime\": 0", - "\"serverTime\": " + str(int(time.time()))) - evolvecrack(teleconfig, "Game are Trying to request teleconfig in 2K", twokheader, flow) - elif "sessions/1" in flow.request.pretty_url: - session = str(readjson("sessions.json")) - # Here,it changed not only serverTime but also appContext. - sessionto = json.loads(str(flow.request.get_text())) - appConText = sessionto["header"]["appContext"] - sessionre = session.replace("\"serverTime\": 0", "\"serverTime\": " + str(int(time.time()))) - sessionre = sessionre.replace("\"appContext\": 0", "\"appContext\": " + str(appConText)) - evolvecrack(sessionre, "Game are Trying to request sessions-heartbeat in 2K", twokheader, flow) - elif "news/1" in flow.request.pretty_url: - news = str(readjson("news.json")) - evolvecrack(news, "Game are Trying to request news in 2K", twokheader, flow) - elif "storage/1" in flow.request.pretty_url: - storage = str(readjson("iteminsert.json")) - evolvecrack(storage, "Game are Trying to request storages - iteminsert in 2K", twokheader, flow) - elif "sso/1" in flow.request.pretty_url: - # It change the appContext too,shit! - ssoto = json.loads(str(flow.request.get_text())) - sso = str(readjson("applogon.json")) - appConText = ssoto["header"]["appContext"] - sso = sso.replace("\"appContext\": 0", "\"appContext\": " + str(appConText)) - evolvecrack(sso, "Game are Trying to request sso-authlogon in 2K", twokheader, flow) - elif "stats/1" in flow.request.pretty_url: - # It change the appContext too. - statsto = json.loads(str(flow.request.get_text())) - stats = str(readjson("stats.json")) - appConText = statsto["header"]["appContext"] - stats = stats.replace("\"appContext\": 0", "\"appContext\": " + str(appConText)) - evolvecrack(stats, "Game are Trying to request stats in 2K", twokheader, flow) - elif "entitlements/1" in flow.request.pretty_url: - if "steamApi.user.checkAppOwnership" in flow.request.text: - # Set All DLC Unlock(No Steam ID will lock all DLC): - checkapp = str(readjson("checkAppOwnership.json")) - checkappto = json.loads(str(flow.request.get_text())) - appConText = checkappto["header"]["appContext"] - checkapp1 = checkapp.replace("\"appContext\": 0", "\"appContext\": " + str(appConText)) - checkapps = checkapp1.replace("\"ownersteamid\": \"0\"", - "\"ownersteamid\": " + "\"76561198587806892\"") # For this, the steamid seems just not 0 the dlc will unlock. - evolvecrack(checkapps, "Game are Trying to request checkAppOwnership in 2K", twokheader, flow) - elif "entitlementDefs.getFirstPartyMapping" in flow.request.text: - # Unknown request.Just send back as its format. - mapto = json.loads(str(flow.request.get_text())) - map = str(readjson("getFirstPartyMapping.json")) - appConText = mapto["header"]["appContext"] - map = map.replace("\"appContext\": 0", "\"appContext\": " + str(appConText)) - evolvecrack(map, "Game are Trying to request getFirstPartyMapping in 2K", twokheader, flow) - elif "grants.find" in flow.request.text: - # Unknown request 2.Just send back as its format.Need 2 replace. - grants = str(readjson("grantsfind.json")) - grantsto = json.loads(str(flow.request.get_text())) - appConText = grantsto["header"]["appContext"] - grants1 = grants.replace("\"appContext\": 0", "\"appContext\": " + str(appConText)) - grantss = grants1.replace("\"createdOn\": 0", "\"createdOn\": " + str(int(time.time()))) - evolvecrack(grantss, "Game are Trying to request grantsfind in 2K", twokheader, flow) - elif "content/1" in flow.request.pretty_url: - if "strings.get" in flow.request.text: - strsto = json.loads(str(flow.request.get_text())) - strs = str(readjson("stringsget.json")) - appConText = strsto["header"]["appContext"] - strs = strs.replace("\"appContext\": 0", "\"appContext\": " + str(appConText)) - evolvecrack(strs, "Game are Trying to request stringsget in 2K", twokheader, flow) - elif "auth.php" in flow.request.pretty_url: - # This is for dsx-1-b.4v1game.net. - authmulti = str(readjson("SteamLogin.json")) - evolvecrack(authmulti, "Game are Trying to Go MultiPlayer.", multiheader, flow) - elif "requestserver.php" in flow.request.pretty_url: - # This is for dsx-1-b.4v1game.net. - requestlb = str(readjson("requestserver.json")) - evolvecrack(requestlb, "Game are Trying to Go MultiPlayer.", multiheader, flow) - elif "Production/252019.252019.0/build_config_signed.json" in flow.request.pretty_url: - # mb_exclusions KrakenElder, Don't know what it is. - # Although it is transparent with "octet-stream", I think it will works using "readjson". - # There are two build_config_signed.json here. - mb_exclusions = readjson("build_config_signed0.json") - mb_header = { - "Content-Type": "application/octet-stream", - "Connection": "keep-alive", - "Last-Modified": "Tue, 19 Jan 2016 17:29:48 GMT", # I am not sure whether it will check for that. - "Accept-Ranges": "bytes", - "Server": "BmazonS3", # It's Okay I think,lol. - "Date": str(time.strftime('%a, %d %b %Y %H:%M:%S %Z', time.localtime(time.time()))), # now time. - "ETag": "\"302fd31b05d6893d009f81f5babe6de2\"", # Seems game doesn't use this. - "X-Cache": "Never from cloudfront", - "Via": "1.1 646b6f21a2659c68f7a3822d035b97d3.cloudfront.net (CloudFront)", # Well, no speed up I think. - "X-Amz-Cf-Pop": "NRT57-C2", - "X-Amz-Cf-Id": "Bg5xfYkwkZXBisBgsbBLjoR_u3V_zJfPK9W7T1Jy57bmsktcUqTE5A==" - } - evolvecrack(mb_exclusions, "Game are Trying to request mbclusions from updateserver.", mb_header, flow) - elif "Production/252019.252019/micro_patch_version_signed.json" in flow.request.pretty_url: - # Micro patch json. If game are not have it in GameDLC08, it will send request to server to get. - microjson = readjson("micro_patch_version_signed.json") - micro_header = {"Content-Type": "application/octet-stream", - "Connection": "keep-alive", - "Date": str(time.strftime('%a, %d %b %Y %H:%M:%S %Z', time.localtime(time.time()))), - # now time. - "Last-Modified": "Thu, 28 Apr 2016 19:21:44 GMT", - "ETag": "\"0b8122e356ca818bf97c80e71379bef4\"", - "Cache-Control": "max-age=259200", - "Accept-Ranges": "bytes", - "Server": "BmazonS3", - "X-Cache": "Never from cloudfront", - "Via": "1.1 646b6f21a2659c68f7a3822d035b97d3.cloudfront.net (CloudFront)", - "X-Amz-Cf-Pop": "NRT57-C2", - "X-Amz-Cf-Id": "pKEfUlyGx4Sn1J-uWqjQ6U3OskCD-9iXUYffyW-U99MhYGQOdJIE2Q==", - "Age": "172185" - } - evolvecrack(microjson, "Game are Trying to request micro version from updateserver.", micro_header, flow) - elif "Production/252019.252019/micro_patch_252019.252019_31.pak" in flow.request.pretty_url: - # For Local Version, Just get the file in local. - micropak = readjson("micro_patch_252019.252019_31.pak") - mb_header = { - "Content-Type": "application/octet-stream", - "Connection": "keep-alive", - "Last-Modified": "Tue, 19 Jan 2016 17:29:48 GMT", # I am not sure whether it will check for that. - "Accept-Ranges": "bytes", - "Server": "BmazonS3", # It's Okay I think,lol. - "Date": str(time.strftime('%a, %d %b %Y %H:%M:%S %Z', time.localtime(time.time()))), # now time. - "ETag": "\"302fd31b05d6893d009f81f5babe6de2\"", # Seems game doesn't use this. - "X-Cache": "Never from cloudfront", - "Via": "1.1 646b6f21a2659c68f7a3822d035b97d3.cloudfront.net (CloudFront)", # Well, no speed up I think. - "X-Amz-Cf-Pop": "NRT57-C2", - "X-Amz-Cf-Id": "Bg5xfYkwkZXBisBgsbBLjoR_u3V_zJfPK9W7T1Jy57bmsktcUqTE5A==" - } - evolvecrack(micropak, "Game are Trying to request another build_config from updateserver.", mb_header, flow) - elif "Production/252019.252019.31/build_config_signed.json" in flow.request.pretty_url: - # This is another build_config_signed.json. - anocof = readjson("build_config_signed.json") - mb_header = { - "Content-Type": "application/octet-stream", - "Connection": "keep-alive", - "Last-Modified": "Tue, 19 Jan 2016 17:29:48 GMT", # I am not sure whether it will check for that. - "Accept-Ranges": "bytes", - "Server": "BmazonS3", # It's Okay I think,lol. - "Date": str(time.strftime('%a, %d %b %Y %H:%M:%S %Z', time.localtime(time.time()))), # now time. - "ETag": "\"302fd31b05d6893d009f81f5babe6de2\"", # Seems game doesn't use this. - "X-Cache": "Never from cloudfront", - "Via": "1.1 646b6f21a2659c68f7a3822d035b97d3.cloudfront.net (CloudFront)", # Well, no speed up I think. - "X-Amz-Cf-Pop": "NRT57-C2", - "X-Amz-Cf-Id": "Bg5xfYkwkZXBisBgsbBLjoR_u3V_zJfPK9W7T1Jy57bmsktcUqTE5A==" - } - evolvecrack(anocof, "Game are Trying to request another build_config from updateserver.", mb_header, flow) - else: - ctx.log.info("[Pinenut Log]:" + "Now Let us redirect it to our official page..") - # This is another build_config_signed.json. - mypage = readjson("index.html") - evolvecrack(mypage, "Game are Trying to request another build_config from updateserver.", baiduheader, flow) \ No newline at end of file diff --git a/Evolve_ServerEmulator/mitmserver.py b/Evolve_ServerEmulator/mitmserver.py index c65319a..4307d45 100644 --- a/Evolve_ServerEmulator/mitmserver.py +++ b/Evolve_ServerEmulator/mitmserver.py @@ -3,12 +3,14 @@ # 链接:https://www.zhihu.com/question/422464846/answer/1521657468 # 来源:知乎 # 著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。 +import ipaddress +from mitmproxy.addons.block import Block from mitmproxy.options import Options from mitmproxy.proxy.config import ProxyConfig from mitmproxy.proxy.server import ProxyServer from mitmproxy.tools.dump import DumpMaster -from mitmproxy import http +from mitmproxy import http, ctx import threading import asyncio @@ -22,8 +24,6 @@ # Sorry I don't use english to make this file. - - # 搬运他们到这里…… """ HTTPS HEADER.I DON'T KNOW WHETHER IS THIS FOR USE. @@ -62,6 +62,44 @@ def readjson(jsonname): return f.read() +class MyBlock: + def load(self, loader): + print("尝试加载MyBlock!") + loader.add_option( + "block_global", bool, False, + """ + Block connections from globally reachable networks, as defined in + the IANA special purpose registries. + """ + ) + loader.add_option( + "block_private", bool, False, + """ + Block connections from private networks, as defined in the IANA + special purpose registries. This option does not affect loopback + addresses. + """ + ) + + def clientconnect(self, layer): + astr = layer.client_conn.address[0] + + parts = astr.rsplit("%", 1) + address = ipaddress.ip_address(parts[0]) + if isinstance(address, ipaddress.IPv6Address): + address = address.ipv4_mapped or address + + if address.is_loopback: + return + + if ctx.options.block_private and address.is_private: + ctx.log.warn("Client connection from %s killed by block_private" % astr) + layer.reply.kill() + if ctx.options.block_global and address.is_global: + ctx.log.warn("Client connection from %s killed by block_global" % astr) + layer.reply.kill() + + class Addon(object): def __init__(self): print("EvolveEmulator插件成功挂载!\nEvolveEmulator addon is successfully running!") @@ -70,7 +108,7 @@ def response(self): print("\n") def request(self, flow) -> None: - #print("我觉得这里怎么不得执行一下啊嗯?") + # print("我觉得这里怎么不得执行一下啊嗯?") if "doorman/1" in flow.request.pretty_url: evolvecrack(readjson("doorman.json"), "Game are Trying to request doorman in 2K", twokheader, flow) elif "telemetry/1" in flow.request.pretty_url: @@ -252,7 +290,7 @@ def read_file(filepath): # This is an egg,and it doesn't have any useful function, Like a joke, so just ignore it,please? d1 = datetime.datetime.today() d2 = datetime.datetime(2019, 10, 16) - if(d1 - d2).days % 365 == 0: + if (d1 - d2).days % 365 == 0: print("小(夹)彩(私)蛋(活)!今天是对于作者来讲很重要的周年纪念日哦!") print("Hey!Today is a very important day for author! Anniversary!") else: @@ -272,7 +310,7 @@ def read_file(filepath): print("下面的是motd的公告/包含的信息不由我做主。") print("The thing below will read from motd.txt, I don't know what in it.") print("===========================MOTD START===================================") - with open("motd.txt", "r",encoding="utf-8") as fr: + with open("motd.txt", "r", encoding="utf-8") as fr: for line in fr: print(line) print("===========================MOTD OVER===================================") @@ -285,49 +323,51 @@ def read_file(filepath): print("Read successfully!The port now is :\n" + str(line)) print("正在修改端口号。\nChanging the server port...") serverport = int(line) - # 添加昵称修改部分 - if os.path.exists("local_save.txt"): - localsave = read_file("local_save.txt") - if os.path.exists(localsave + "\\" + "settings" + "\\" + "account_name.txt"): - account_name = read_file(localsave + "\\" + "settings" + "\\" + "account_name.txt") - if account_name == "Goldberg": - print("您要考虑修改一个名字吗?这个名字是默认名字,辨识度很差!\n" - "Do you wanna to change the name? This name is the default name, " - "there will lots of people named that.\n") - choose = input("输入Y来修改名字,输入其他不修改名字并启动游戏\nInput Y then press Enter to change the name, Others to run " - "the game without changing the name\n") - if choose == "Y" or choose == "y": - newname = input("请输入新的名字!(不支持中文!)\nPlease Input your new name!") - with open(localsave + "\\" + "settings" + "\\" + "account_name.txt", "w+", encoding="utf-8") as f: - f.write(newname) - print("修改新名字成功,新名字为:" + newname + "\n Set new name successfully!New name is" + newname) - else: - print("看起来这是您第一次启动游戏。请按照向导设置您的游戏属性!\nSeems this is the first time you run the game,please follow the " - "guide to set your game!") - newname = input("请输入您游戏内的名字!(不支持中文!)\nPlease Input your new name!") - #先得创建文件夹 - os.mkdir(localsave + "\\" + "settings") - with open(localsave + "\\" + "settings" + "\\" + "account_name.txt", "w+", encoding="utf-8") as f: - f.write(newname) - print("设置名字成功,您游戏内的名字为:" + newname + "\n Set the name successfully, your new name is" + newname) - + # 关闭昵称修改部分 + # if os.path.exists("local_save.txt"): + # localsave = read_file("local_save.txt") + # if os.path.exists(localsave + "\\" + "settings" + "\\" + "account_name.txt"): + # account_name = read_file(localsave + "\\" + "settings" + "\\" + "account_name.txt") + # if account_name == "Goldberg": + # print("您要考虑修改一个名字吗?这个名字是默认名字,辨识度很差!\n" + # "Do you wanna to change the name? This name is the default name, " + # "there will lots of people named that.\n") + # choose = input("输入Y来修改名字,输入其他不修改名字并启动游戏\nInput Y then press Enter to change the name, Others to run " + # "the game without changing the name\n") + # if choose == "Y" or choose == "y": + # newname = input("请输入新的名字!(不支持中文!)\nPlease Input your new name!") + # with open(localsave + "\\" + "settings" + "\\" + "account_name.txt", "w+", encoding="utf-8") as f: + # f.write(newname) + # print("修改新名字成功,新名字为:" + newname + "\n Set new name successfully!New name is" + newname) + # else: + # print("看起来这是您第一次启动游戏。请按照向导设置您的游戏属性!\nSeems this is the first time you run the game,please follow the " + # "guide to set your game!") + # newname = input("请输入您游戏内的名字!(不支持中文!)\nPlease Input your new name!") + # #先得创建文件夹 + # os.mkdir(localsave + "\\" + "settings") + # with open(localsave + "\\" + "settings" + "\\" + "account_name.txt", "w+", encoding="utf-8") as f: + # f.write(newname) + # print("设置名字成功,您游戏内的名字为:" + newname + "\n Set the name successfully, your new name is" + newname) options = Options(listen_host='0.0.0.0', listen_port=serverport, http2=True, confdir="./certs", - mode="reverse:http://www.baidu.com") + mode="reverse:http://127.0.0.1:5555") m = DumpMaster(options, with_termlog=False, with_dumper=False) config = ProxyConfig(options) m.server = ProxyServer(config) m.addons.add(Addon()) - print("服务器已经运行!请配置您的serverip为127.0.0.1(默认即配置)") + block_addon = m.addons.get("block") + m.addons.remove(block_addon) + m.addons.add(MyBlock()) + print("服务器已经运行!请配置您的serverip为127.0.0.1。您也可以在局域网内做自建服务器。") print("Server is running, Port = " + str(serverport) + ", Please configure your serverip to 127.0.0.1(A default " "config)") print("================================================================") - print("正在启动游戏……如果游戏没有成功启动,请手动启动RebornEvolve.exe!\nRunning game...If the game failed to run,please run " - "RebornEvolve.exe by yourself") - if(os.path.exists("RebornEvolve.exe")): - os.startfile("RebornEvolve.exe") - else: - print("启动失败,可能这个文件被误杀了。") - print("Failed to run the game, maybe the RebornEvolve.exe was deleted by anti-virus software.") + # print("正在启动游戏……如果游戏没有成功启动,请手动启动RebornEvolve.exe!\nRunning game...If the game failed to run,please run " + # "RebornEvolve.exe by yourself") + # if(os.path.exists("RebornEvolve.exe")): + # os.startfile("RebornEvolve.exe") + # else: + # print("启动失败,可能这个文件被误杀了。") + # print("Failed to run the game, maybe the RebornEvolve.exe was deleted by anti-virus software.") # run mitmproxy in background, especially integrated with other server loop = asyncio.get_event_loop() t = threading.Thread(target=loop_in_thread, args=(loop, m)) diff --git a/Evolve_goldberg/CMakeLists.txt b/Evolve_goldberg/CMakeLists.txt index e180f9c..abaace2 100644 --- a/Evolve_goldberg/CMakeLists.txt +++ b/Evolve_goldberg/CMakeLists.txt @@ -24,7 +24,7 @@ endif() option(EMU_EXPERIMENTAL_BUILD "Enable experimental build" OFF) # Set CXX standard -set(CMAKE_CXX_STANDARD 11) +set(CMAKE_CXX_STANDARD 14) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) diff --git a/Evolve_goldberg/CMakeSettings.json b/Evolve_goldberg/CMakeSettings.json new file mode 100644 index 0000000..f5a15ab --- /dev/null +++ b/Evolve_goldberg/CMakeSettings.json @@ -0,0 +1,520 @@ +{ + "configurations": [ + { + "name": "Windows-x64-Release", + "generator": "Ninja", + "configurationType": "RelWithDebInfo", + "inheritEnvironments": [ "msvc_x64_x64" ], + "buildRoot": "${projectDir}\\out\\${workspaceHash}\\build\\${name}", + "installRoot": "${projectDir}\\out\\install\\${name}", + "cmakeCommandArgs": "", + "buildCommandArgs": "-v", + "ctestCommandArgs": "", + "variables": [ + { + "name": "VCPKG_TARGET_TRIPLET", + "value": "x64-windows-static", + "type": "STRING" + } + ], + "cmakeToolchain": "../vcpkg/scripts/buildsystems/vcpkg.cmake" + }, + { + "name": "Windows-x64-Debug", + "generator": "Ninja", + "configurationType": "Debug", + "buildRoot": "${projectDir}\\out\\${workspaceHash}\\build\\${name}", + 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end of file diff --git a/Evolve_goldberg/ImGui/imconfig.h b/Evolve_goldberg/ImGui/imconfig.h index d538ede..f3f3afe 100644 --- a/Evolve_goldberg/ImGui/imconfig.h +++ b/Evolve_goldberg/ImGui/imconfig.h @@ -20,7 +20,9 @@ //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows -// 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. +// 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. +// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) @@ -31,16 +33,17 @@ // It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. #define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. -#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty. +#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. -//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. -#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. +//#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) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. (imm32.lib/.a) //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). //#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). //#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) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. -//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). //---- Include imgui_user.h at the end of imgui.h as a convenience @@ -49,20 +52,29 @@ //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //#define IMGUI_USE_BGRA_PACKED_COLOR -//---- Use 32-bit for ImWchar (default is 16-bit) to support full unicode code points. +//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //#define IMGUI_USE_WCHAR32 //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version -// By default the embedded implementations are declared static and not available outside of imgui cpp files. +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION -//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library. -// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. +//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// 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. // #define IMGUI_USE_STB_SPRINTF +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. // This will be inlined as part of ImVec2 and ImVec4 class declarations. /* @@ -76,12 +88,12 @@ */ //---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. -// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices). +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). // Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int -//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) //struct ImDrawList; //struct ImDrawCmd; //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); @@ -99,6 +111,7 @@ //---- Debug Tools: Enable slower asserts //#define IMGUI_DEBUG_PARANOID + //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui diff --git a/Evolve_goldberg/ImGui/imgui.cpp b/Evolve_goldberg/ImGui/imgui.cpp index 6e6d65d..25c779f 100644 --- a/Evolve_goldberg/ImGui/imgui.cpp +++ b/Evolve_goldberg/ImGui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.79 +// dear imgui, v1.84 WIP // (main code and documentation) // Help: @@ -11,15 +11,16 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues +// - Discussions https://github.com/ocornut/imgui/discussions // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but needs your support to sustain development and maintenance. -// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org". +// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com". // Individuals: you can support continued development via donations. See docs/README or web page. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. @@ -75,8 +76,9 @@ CODE // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS +// [SECTION] VIEWPORTS // [SECTION] PLATFORM DEPENDENT HELPERS -// [SECTION] METRICS/DEBUG WINDOW +// [SECTION] METRICS/DEBUGGER WINDOW */ @@ -124,7 +126,7 @@ CODE - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. - - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets PROGRAMMER GUIDE @@ -132,17 +134,17 @@ CODE READ FIRST ---------- - - Remember to read the FAQ (https://www.dearimgui.org/faq) - - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction - or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or + destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). - You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ. + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. - For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI, + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. - - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). If you get an assert, read the messages and comments around the assert. @@ -155,34 +157,36 @@ CODE HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI ---------------------------------------------- - - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) - - Or maintain your own branch where you have imconfig.h modified. + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. Please report any issue to the GitHub page! - - Try to keep your copy of dear imgui reasonably up to date. + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date. GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE --------------------------------------------------------------- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - - In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder. - - Add the Dear ImGui source files + selected back-end source files to your projects or using your preferred build system. - It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL). + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" - phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). - - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. HOW A SIMPLE APPLICATION MAY LOOK LIKE -------------------------------------- - EXHIBIT 1: USING THE EXAMPLE BINDINGS (= imgui_impl_XXX.cpp files from the examples/ folder). - The sub-folders in examples/ contains examples applications following this structure. + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -191,7 +195,7 @@ CODE // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. - // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); @@ -217,7 +221,7 @@ CODE ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -232,17 +236,17 @@ CODE unsigned char* pixels = NULL; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - // At this point you've got the texture data and you need to upload that your your graphic system: + // At this point you've got the texture data and you need to upload that to your graphic system: // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) - io.Fonts->TexID = (void*)texture; + io.Fonts->SetTexID((void*)texture); // Application main loop while (true) { // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. - // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform bindings) + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) io.DisplaySize.x = 1920.0f; // set the current display width io.DisplaySize.y = 1280.0f; // set the current display height here @@ -251,7 +255,7 @@ CODE io.MouseDown[1] = my_mouse_buttons[1]; // Call NewFrame(), after this point you can use ImGui::* functions anytime - // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) ImGui::NewFrame(); // Most of your application code here @@ -271,14 +275,14 @@ CODE // Shutdown ImGui::DestroyContext(); - To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application, + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! Please read the FAQ and example applications for details about this! HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE --------------------------------------------- - The bindings in impl_impl_XXX.cpp files contains many working implementations of a rendering function. + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. void void MyImGuiRenderFunction(ImDrawData* draw_data) { @@ -300,17 +304,18 @@ CODE } else { - // The texture for the draw call is specified by pcmd->TextureId. + // The texture for the draw call is specified by pcmd->GetTexID(). // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture((MyTexture*)pcmd->TextureId); + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); - // We are using scissoring to clip some objects. All low-level graphics API should supports it. + // We are using scissoring to clip some objects. All low-level graphics API should support it. // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches // (some elements visible outside their bounds) but you can fix that once everything else works! - // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) - // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. - // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), - // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) ImVec2 pos = draw_data->DisplayPos; MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); @@ -346,9 +351,9 @@ CODE Note that io.NavInputs[] is cleared by EndFrame(). - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. + - We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). - - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW. + - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: @@ -357,8 +362,8 @@ CODE - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. - When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that. - (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!) + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want to set a boolean to ignore your other external mouse positions until the external source is moved again.) @@ -368,14 +373,61 @@ CODE Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. - When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. - - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). @@ -384,7 +436,7 @@ CODE - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. see https://github.com/ocornut/imgui/issues/3361 for all details. - kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. @@ -404,7 +456,7 @@ CODE - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS - - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API. + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. @@ -432,7 +484,7 @@ CODE - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value! + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). @@ -453,10 +505,10 @@ CODE - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). - - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). - old bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports. - when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. - in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. @@ -466,7 +518,7 @@ CODE - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete). - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. - - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch). + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. @@ -510,7 +562,7 @@ CODE - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). - - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). @@ -527,12 +579,12 @@ CODE - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. - - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. - - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. - If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. @@ -540,7 +592,7 @@ CODE - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. - - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337). + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. @@ -557,7 +609,7 @@ CODE you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. this necessary change will break your rendering function! the fix should be very easy. sorry for that :( - - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. - the signature of the io.RenderDrawListsFn handler has changed! old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). @@ -571,7 +623,7 @@ CODE - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence - - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry! + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. @@ -595,9 +647,9 @@ CODE - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; - - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->TexId = YourTexIdentifier; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. - - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) @@ -626,7 +678,7 @@ CODE =========== Q: Where is the documentation? - A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. - Run the examples/ and explore them. - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - The demo covers most features of Dear ImGui, so you can read the code and see its output. @@ -636,7 +688,7 @@ CODE - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. - Your programming IDE is your friend, find the type or function declaration to find comments - associated to it. + associated with it. Q: What is this library called? Q: Which version should I get? @@ -649,15 +701,15 @@ CODE Q: How to get started? A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. - Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! - >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this. + >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this. Q. How can I enable keyboard controls? Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) - Q: I integrated Dear ImGui in my engine and little squares are showing instead of text.. - Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries.. + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... >> See https://www.dearimgui.org/faq Q&A: Usage @@ -695,16 +747,16 @@ CODE ============== Q: How can I help? - A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui! + A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. - This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project. - Individuals: you can support continued development via PayPal donations. See README. - - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. - But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). */ @@ -767,6 +819,9 @@ CODE #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -808,8 +863,8 @@ CODE static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear -// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) -static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. @@ -825,8 +880,6 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* wind static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); -static ImRect GetViewportRect(); - // Settings static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); @@ -850,17 +903,18 @@ static void NavUpdateInitResult(); static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); static void NavEndFrame(); -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); +static bool NavScoreItem(ImGuiNavItemData* result, ImRect cand); +static void NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); static int FindWindowFocusIndex(ImGuiWindow* window); // Error Checking static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); -static void ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write); // Misc static void UpdateSettings(); @@ -873,33 +927,42 @@ static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +// Viewports +static void UpdateViewportsNewFrame(); + } //----------------------------------------------------------------------------- // [SECTION] CONTEXT AND MEMORY ALLOCATORS //----------------------------------------------------------------------------- +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - 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. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + // Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. -// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). -// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call -// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. -// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. -// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. -// If you want thread-safety to allow N threads to access N different contexts, you can: -// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: -// struct ImGuiContext; -// extern thread_local ImGuiContext* MyImGuiTLS; -// #define GImGui MyImGuiTLS -// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. -// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 -// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. #ifndef GImGui ImGuiContext* GImGui = NULL; #endif // Memory Allocator functions. Use SetAllocatorFunctions() to change them. -// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. -// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. #ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } @@ -907,10 +970,9 @@ static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_d static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } #endif - -static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper; -static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; -static void* GImAllocatorUserData = NULL; +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) @@ -920,7 +982,7 @@ ImGuiStyle::ImGuiStyle() { Alpha = 1.0f; // Global alpha applies to everything in ImGui WindowPadding = ImVec2(8,8); // Padding within a window - WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text @@ -934,6 +996,7 @@ ImGuiStyle::ImGuiStyle() FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). @@ -952,10 +1015,10 @@ ImGuiStyle::ImGuiStyle() DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. - AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. // Default theme ImGui::StyleColorsDark(this); @@ -974,6 +1037,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) FrameRounding = ImFloor(FrameRounding * scale_factor); ItemSpacing = ImFloor(ItemSpacing * scale_factor); ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); + CellPadding = ImFloor(CellPadding * scale_factor); TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); IndentSpacing = ImFloor(IndentSpacing * scale_factor); ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); @@ -1027,7 +1091,7 @@ ImGuiIO::ImGuiIO() ConfigInputTextCursorBlink = true; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; - ConfigWindowsMemoryCompactTimer = 60.0f; + ConfigMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; @@ -1038,10 +1102,6 @@ ImGuiIO::ImGuiIO() ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl; ImeWindowHandle = NULL; -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - RenderDrawListsFn = NULL; -#endif - // Input (NB: we already have memset zero the entire structure!) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); @@ -1079,11 +1139,18 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) if (InputQueueSurrogate != 0) { if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); - else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang) - cp = IM_UNICODE_CODEPOINT_INVALID; + } else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + InputQueueSurrogate = 0; } InputQueueCharacters.push_back(cp); @@ -1109,16 +1176,16 @@ void ImGuiIO::ClearInputCharacters() // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- -ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) { - IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau() + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; float t_step = 1.0f / (float)num_segments; for (int i_step = 1; i_step <= num_segments; i_step++) { - ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); float dist2 = ImLengthSqr(p - p_line); if (dist2 < p_closest_dist2) @@ -1132,7 +1199,7 @@ ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3 } // Closely mimics PathBezierToCasteljau() in imgui_draw.cpp -static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; float dy = y4 - y1; @@ -1160,20 +1227,20 @@ static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; - BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); - BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } // tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol // Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. -ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) { IM_ASSERT(tess_tol > 0.0f); ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; - BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); return p_closest; } @@ -1425,7 +1492,7 @@ static const ImU32 GCrc32LookupTable[256] = // Known size hash // It is ok to call ImHashData on a string with known length but the ### operator won't be supported. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) { ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; @@ -1441,7 +1508,7 @@ ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) // - If we reach ### in the string we discard the hash so far and reset to the seed. // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) { seed = ~seed; ImU32 crc = seed; @@ -1547,66 +1614,58 @@ void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_f //----------------------------------------------------------------------------- // Convert UTF-8 to 32-bit character, process single character input. -// Based on stb_from_utf8() from github.com/nothings/stb/ +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). // We handle UTF-8 decoding error by skipping forward. int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) { - unsigned int c = (unsigned int)-1; - const unsigned char* str = (const unsigned char*)in_text; - if (!(*str & 0x80)) - { - c = (unsigned int)(*str++); - *out_char = c; - return 1; - } - if ((*str & 0xe0) == 0xc0) - { - *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string - if (in_text_end && in_text_end - (const char*)str < 2) return 1; - if (*str < 0xc2) return 2; - c = (unsigned int)((*str++ & 0x1f) << 6); - if ((*str & 0xc0) != 0x80) return 2; - c += (*str++ & 0x3f); - *out_char = c; - return 2; - } - if ((*str & 0xf0) == 0xe0) - { - *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string - if (in_text_end && in_text_end - (const char*)str < 3) return 1; - if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3; - if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below - c = (unsigned int)((*str++ & 0x0f) << 12); - if ((*str & 0xc0) != 0x80) return 3; - c += (unsigned int)((*str++ & 0x3f) << 6); - if ((*str & 0xc0) != 0x80) return 3; - c += (*str++ & 0x3f); - *out_char = c; - return 3; - } - if ((*str & 0xf8) == 0xf0) - { - *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string - if (in_text_end && in_text_end - (const char*)str < 4) return 1; - if (*str > 0xf4) return 4; - if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4; - if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below - c = (unsigned int)((*str++ & 0x07) << 18); - if ((*str & 0xc0) != 0x80) return 4; - c += (unsigned int)((*str++ & 0x3f) << 12); - if ((*str & 0xc0) != 0x80) return 4; - c += (unsigned int)((*str++ & 0x3f) << 6); - if ((*str & 0xc0) != 0x80) return 4; - c += (*str++ & 0x3f); - // utf-8 encodings of values used in surrogate pairs are invalid - if ((c & 0xFFFFF800) == 0xD800) return 4; - // If codepoint does not fit in ImWchar, use replacement character U+FFFD instead - if (c > IM_UNICODE_CODEPOINT_MAX) c = IM_UNICODE_CODEPOINT_INVALID; - *out_char = c; - return 4; - } - *out_char = 0; - return 0; + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + !len; + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; } int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) @@ -1642,7 +1701,7 @@ int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) } // Based on stb_to_utf8() from github.com/nothings/stb/ -static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) { if (c < 0x80) { @@ -1677,6 +1736,13 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) return 0; } +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) { @@ -1693,20 +1759,20 @@ static inline int ImTextCountUtf8BytesFromChar(unsigned int c) return 3; } -int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) { - char* buf_out = buf; - const char* buf_end = buf + buf_size; - while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c = (unsigned int)(*in_text++); if (c < 0x80) - *buf_out++ = (char)c; + *buf_p++ = (char)c; else - buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c); + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); } - *buf_out = 0; - return (int)(buf_out - buf); + *buf_p = 0; + return (int)(buf_p - out_buf); } int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) @@ -2134,6 +2200,14 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) // the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + // Helper to calculate coarse clipping of large list of evenly sized items. // NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. // NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX @@ -2148,7 +2222,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items *out_items_display_end = items_count; return; } - if (window->SkipItems) + if (GetSkipItemForListClipping()) { *out_items_display_start = *out_items_display_end = 0; return; @@ -2184,12 +2258,22 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) // The clipper should probably have a 4th step to display the last item in a regular manner. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; window->DC.CursorPos.y = pos_y; window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. - if (ImGuiColumns* columns = window->DC.CurrentColumns) + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } } ImGuiListClipper::ImGuiListClipper() @@ -2211,9 +2295,14 @@ void ImGuiListClipper::Begin(int items_count, float items_height) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; ItemsCount = items_count; + ItemsFrozen = 0; StepNo = 0; DisplayStart = -1; DisplayEnd = 0; @@ -2226,7 +2315,7 @@ void ImGuiListClipper::End() // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. if (ItemsCount < INT_MAX && DisplayStart >= 0) - SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); + SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); ItemsCount = -1; StepNo = 3; } @@ -2236,8 +2325,12 @@ bool ImGuiListClipper::Step() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // Reached end of list - if (DisplayEnd >= ItemsCount || window->SkipItems) + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (ItemsCount == 0 || GetSkipItemForListClipping()) { End(); return false; @@ -2246,12 +2339,22 @@ bool ImGuiListClipper::Step() // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) if (StepNo == 0) { + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (table != NULL && !table->IsUnfrozenRows) + { + DisplayStart = ItemsFrozen; + DisplayEnd = ItemsFrozen + 1; + ItemsFrozen++; + return true; + } + StartPosY = window->DC.CursorPos.y; if (ItemsHeight <= 0.0f) { // Submit the first item so we can measure its height (generally it is 0..1) - DisplayStart = 0; - DisplayEnd = 1; + DisplayStart = ItemsFrozen; + DisplayEnd = ItemsFrozen + 1; StepNo = 1; return true; } @@ -2265,11 +2368,28 @@ bool ImGuiListClipper::Step() if (StepNo == 1) { IM_ASSERT(ItemsHeight <= 0.0f); - ItemsHeight = window->DC.CursorPos.y - StartPosY; + if (table) + { + const float pos_y1 = table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row + const float pos_y2 = table->RowPosY2; // Using this instead of CursorPos.y to take account of tallest cell. + ItemsHeight = pos_y2 - pos_y1; + window->DC.CursorPos.y = pos_y2; + } + else + { + ItemsHeight = window->DC.CursorPos.y - StartPosY; + } IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); StepNo = 2; } + // Reached end of list + if (DisplayEnd >= ItemsCount) + { + End(); + return false; + } + // Step 2: calculate the actual range of elements to display, and position the cursor before the first element if (StepNo == 2) { @@ -2282,7 +2402,7 @@ bool ImGuiListClipper::Step() // Seek cursor if (DisplayStart > already_submitted) - SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); + SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight); StepNo = 3; return true; @@ -2294,7 +2414,7 @@ bool ImGuiListClipper::Step() { // Seek cursor if (ItemsCount < INT_MAX) - SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor ItemsCount = -1; return false; } @@ -2352,7 +2472,7 @@ void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) ImGuiColorMod backup; backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; - g.ColorModifiers.push_back(backup); + g.ColorStack.push_back(backup); g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); } @@ -2362,7 +2482,7 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) ImGuiColorMod backup; backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; - g.ColorModifiers.push_back(backup); + g.ColorStack.push_back(backup); g.Style.Colors[idx] = col; } @@ -2371,9 +2491,9 @@ void ImGui::PopStyleColor(int count) ImGuiContext& g = *GImGui; while (count > 0) { - ImGuiColorMod& backup = g.ColorModifiers.back(); + ImGuiColorMod& backup = g.ColorStack.back(); g.Style.Colors[backup.Col] = backup.BackupValue; - g.ColorModifiers.pop_back(); + g.ColorStack.pop_back(); count--; } } @@ -2404,6 +2524,7 @@ static const ImGuiStyleVarInfo GStyleVarInfo[] = { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize @@ -2427,7 +2548,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { ImGuiContext& g = *GImGui; float* pvar = (float*)var_info->GetVarPtr(&g.Style); - g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; } @@ -2441,7 +2562,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { ImGuiContext& g = *GImGui; ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); - g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; } @@ -2454,12 +2575,12 @@ void ImGui::PopStyleVar(int count) while (count > 0) { // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. - ImGuiStyleMod& backup = g.StyleModifiers.back(); + ImGuiStyleMod& backup = g.StyleVarStack.back(); const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); void* data = info->GetVarPtr(&g.Style); if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } - g.StyleModifiers.pop_back(); + g.StyleVarStack.pop_back(); count--; } } @@ -2511,6 +2632,11 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; case ImGuiCol_PlotHistogram: return "PlotHistogram"; case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; case ImGuiCol_DragDropTarget: return "DragDropTarget"; case ImGuiCol_NavHighlight: return "NavHighlight"; @@ -2720,8 +2846,8 @@ void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, const float border_size = g.Style.FrameBorderSize; if (border && border_size > 0.0f) { - window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } @@ -2732,8 +2858,8 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) const float border_size = g.Style.FrameBorderSize; if (border_size > 0.0f) { - window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } @@ -2759,13 +2885,13 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl bool fully_visible = window->ClipRect.Contains(display_rect); if (!fully_visible) window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); if (!fully_visible) window->DrawList->PopClipRect(); } if (flags & ImGuiNavHighlightFlags_TypeThin) { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); } } @@ -2774,70 +2900,27 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl //----------------------------------------------------------------------------- // ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods -ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) - : DrawListInst(&context->DrawListSharedData) +ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL) { + memset(this, 0, sizeof(*this)); Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; ID = ImHashStr(name); IDStack.push_back(ID); - Flags = ImGuiWindowFlags_None; - Pos = ImVec2(0.0f, 0.0f); - Size = SizeFull = ImVec2(0.0f, 0.0f); - ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); - WindowPadding = ImVec2(0.0f, 0.0f); - WindowRounding = 0.0f; - WindowBorderSize = 0.0f; - NameBufLen = (int)strlen(name) + 1; MoveId = GetID("#MOVE"); - ChildId = 0; - Scroll = ImVec2(0.0f, 0.0f); ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); - ScrollbarSizes = ImVec2(0.0f, 0.0f); - ScrollbarX = ScrollbarY = false; - Active = WasActive = false; - WriteAccessed = false; - Collapsed = false; - WantCollapseToggle = false; - SkipItems = false; - Appearing = false; - Hidden = false; - IsFallbackWindow = false; - HasCloseButton = false; - ResizeBorderHeld = -1; - BeginCount = 0; - BeginOrderWithinParent = -1; - BeginOrderWithinContext = -1; - PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; - AutoFitChildAxises = 0x00; - AutoFitOnlyGrows = false; AutoPosLastDirection = ImGuiDir_None; - HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); - - InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used. - LastFrameActive = -1; LastTimeActive = -1.0f; - ItemWidthDefault = 0.0f; FontWindowScale = 1.0f; SettingsOffset = -1; - DrawList = &DrawListInst; + DrawList->_Data = &context->DrawListSharedData; DrawList->_OwnerName = Name; - ParentWindow = NULL; - RootWindow = NULL; - RootWindowForTitleBarHighlight = NULL; - RootWindowForNav = NULL; - - NavLastIds[0] = NavLastIds[1] = 0; - NavRectRel[0] = NavRectRel[1] = ImRect(); - NavLastChildNavWindow = NULL; - - MemoryCompacted = false; - MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0; } ImGuiWindow::~ImGuiWindow() @@ -2845,7 +2928,7 @@ ImGuiWindow::~ImGuiWindow() IM_ASSERT(DrawList == &DrawListInst); IM_DELETE(Name); for (int i = 0; i != ColumnsStorage.Size; i++) - ColumnsStorage[i].~ImGuiColumns(); + ColumnsStorage[i].~ImGuiOldColumns(); } ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) @@ -2931,15 +3014,22 @@ static void SetCurrentWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; g.CurrentWindow = window; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; if (window) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + TableGcCompactSettings(); +} + // Free up/compact internal window buffers, we can use this when a window becomes unused. -// This is currently unused by the library, but you may call this yourself for easy GC. // Not freed: -// - ImGuiWindow, ImGuiWindowSettings, Name -// - StateStorage, ColumnsStorage (may hold useful data) +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) // This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) { @@ -2949,10 +3039,8 @@ void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) window->IDStack.clear(); window->DrawList->_ClearFreeMemory(); window->DC.ChildWindows.clear(); - window->DC.ItemFlagsStack.clear(); window->DC.ItemWidthStack.clear(); window->DC.TextWrapPosStack.clear(); - window->DC.GroupStack.clear(); } void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) @@ -2974,6 +3062,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdTimer = 0.0f; g.ActiveIdHasBeenPressedBefore = false; g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; if (id != 0) { g.LastActiveId = id; @@ -2993,6 +3082,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) // Clear declaration of inputs claimed by the widget // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingMouseWheel = false; g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingNavInputMask = 0x00; g.ActiveIdUsingKeyInputMask = 0x00; @@ -3008,6 +3098,7 @@ void ImGui::SetHoveredID(ImGuiID id) ImGuiContext& g = *GImGui; g.HoveredId = id; g.HoveredIdAllowOverlap = false; + g.HoveredIdUsingMouseWheel = false; if (id != 0 && g.HoveredIdPreviousFrame != id) g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; } @@ -3070,20 +3161,22 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return IsItemFocused(); // Test for bounding box overlap, as updated as ItemAdd() - if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + ImGuiItemStatusFlags status_flags = window->DC.LastItemStatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) return false; IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function // Test if we are hovering the right window (our window could be behind another window) - // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. - // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while. - //if (g.HoveredWindow != window) - // return false; - if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) - return false; + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + return false; // Test if another item is active (e.g. being dragged) - if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) return false; @@ -3093,7 +3186,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return false; // Test if the item is disabled - if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + if ((g.CurrentItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; // Special handling for calling after Begin() which represent the title bar or tab. @@ -3119,7 +3212,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; if (g.NavDisableMouseHover) return false; - if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled)) + if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (g.CurrentItemFlags & ImGuiItemFlags_Disabled)) { g.HoveredIdDisabled = true; return false; @@ -3166,47 +3259,49 @@ void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatu } // Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. -bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) +void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id) { ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0 && id == window->DC.LastItemId); // Increment counters - const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + // FIXME: ImGuiItemFlags_Disabled should disable more. + const bool is_tab_stop = (g.CurrentItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; window->DC.FocusCounterRegular++; if (is_tab_stop) + { window->DC.FocusCounterTabStop++; + if (g.NavId == id) + g.NavIdTabCounter = window->DC.FocusCounterTabStop; + } // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) + if (g.ActiveId == id && g.TabFocusPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.TabFocusRequestNextWindow == NULL) { - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + g.TabFocusRequestNextWindow = window; + g.TabFocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. } // Handle focus requests - if (g.FocusRequestCurrWindow == window) + if (g.TabFocusRequestCurrWindow == window) { - if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular) - return true; - if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop) + if (window->DC.FocusCounterRegular == g.TabFocusRequestCurrCounterRegular) + { + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_FocusedByCode; + return; + } + if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop) { g.NavJustTabbedId = id; - return true; + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing; + return; } // If another item is about to be focused, we clear our own active id if (g.ActiveId == id) ClearActiveID(); } - - return false; -} - -void ImGui::FocusableItemUnregister(ImGuiWindow* window) -{ - window->DC.FocusCounterRegular--; - window->DC.FocusCounterTabStop--; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) @@ -3238,7 +3333,7 @@ void* ImGui::MemAlloc(size_t size) { if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations++; - return GImAllocatorAllocFunc(size, GImAllocatorUserData); + return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); } // IM_FREE() == ImGui::MemFree() @@ -3247,7 +3342,7 @@ void ImGui::MemFree(void* ptr) if (ptr) if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations--; - return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); } const char* ImGui::GetClipboardText() @@ -3284,13 +3379,21 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) #endif } -void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) { GImAllocatorAllocFunc = alloc_func; GImAllocatorFreeFunc = free_func; GImAllocatorUserData = user_data; } +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) { ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); @@ -3310,17 +3413,48 @@ void ImGui::DestroyContext(ImGuiContext* ctx) IM_DELETE(ctx); } +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (int n = 0; n < g.Hooks.Size; n++) + if (g.Hooks[n].HookId == hook_id) + g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (int n = 0; n < g.Hooks.Size; n++) + if (g.Hooks[n].Type == hook_type) + g.Hooks[n].Callback(&g, &g.Hooks[n]); +} + ImGuiIO& ImGui::GetIO() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->IO; } -// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { ImGuiContext& g = *GImGui; - return g.DrawData.Valid ? &g.DrawData : NULL; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; } double ImGui::GetTime() @@ -3333,14 +3467,50 @@ int ImGui::GetFrameCount() return GImGui->FrameCount; } +static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); + ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->DrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + ImDrawList* ImGui::GetBackgroundDrawList() { - return &GImGui->BackgroundDrawList; + ImGuiContext& g = *GImGui; + return GetBackgroundDrawList(g.Viewports[0]); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); } ImDrawList* ImGui::GetForegroundDrawList() { - return &GImGui->ForegroundDrawList; + ImGuiContext& g = *GImGui; + return GetForegroundDrawList(g.Viewports[0]); } ImDrawListSharedData* ImGui::GetDrawListSharedData() @@ -3422,17 +3592,18 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (g.NavWindow && g.NavWindow->Appearing) return; - // Click on empty space to focus window and start moving (after we're done with all our widgets) + // Click on empty space to focus window and start moving + // (after we're done with all our widgets) if (g.IO.MouseClicked[0]) { // Handle the edge case of a popup being closed while clicking in its empty space. // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. - ImGuiWindow* root_window = g.HoveredRootWindow; + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); if (root_window != NULL && !is_closed_popup) { - StartMouseMovingWindow(g.HoveredWindow); + StartMouseMovingWindow(g.HoveredWindow); //-V595 // Cancel moving if clicked outside of title bar if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) @@ -3458,17 +3629,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. ImGuiWindow* modal = GetTopMostPopupModal(); - bool hovered_window_above_modal = false; - if (modal == NULL) - hovered_window_above_modal = true; - for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) - { - ImGuiWindow* window = g.Windows[i]; - if (window == modal) - break; - if (window == g.HoveredWindow) - hovered_window_above_modal = true; - } + bool hovered_window_above_modal = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal); ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); } } @@ -3565,6 +3726,9 @@ void ImGui::UpdateMouseWheel() if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) return; + if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) + return; + ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; if (!window || window->Collapsed) return; @@ -3577,7 +3741,7 @@ void ImGui::UpdateMouseWheel() const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) + if (window == window->RootWindow) { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; SetWindowPos(window, window->Pos + offset, 0); @@ -3589,10 +3753,17 @@ void ImGui::UpdateMouseWheel() // Mouse wheel scrolling // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + if (g.IO.KeyCtrl) + return; + + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // (we avoid doing it on OSX as it the OS input layer handles this already) + const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; + const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; + const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; // Vertical Mouse Wheel scrolling - const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; - if (wheel_y != 0.0f && !g.IO.KeyCtrl) + if (wheel_y != 0.0f) { StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) @@ -3606,8 +3777,7 @@ void ImGui::UpdateMouseWheel() } // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held - const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; - if (wheel_x != 0.0f && !g.IO.KeyCtrl) + if (wheel_x != 0.0f) { StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) @@ -3626,32 +3796,34 @@ void ImGui::UpdateTabFocus() ImGuiContext& g = *GImGui; // Pressing TAB activate widget focus - g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); - if (g.ActiveId == 0 && g.FocusTabPressed) - { - // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also - // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. - g.FocusRequestNextWindow = g.NavWindow; - g.FocusRequestNextCounterRegular = INT_MAX; + g.TabFocusPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.TabFocusPressed) + { + // - This path is only taken when no widget are active/tabbed-into yet. + // Subsequent tabbing will be processed by FocusableItemRegister() + // - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also + // manipulate the Next fields here even though they will be turned into Curr fields below. + g.TabFocusRequestNextWindow = g.NavWindow; + g.TabFocusRequestNextCounterRegular = INT_MAX; if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0); else - g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; + g.TabFocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; } // Turn queued focus request into current one - g.FocusRequestCurrWindow = NULL; - g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; - if (g.FocusRequestNextWindow != NULL) + g.TabFocusRequestCurrWindow = NULL; + g.TabFocusRequestCurrCounterRegular = g.TabFocusRequestCurrCounterTabStop = INT_MAX; + if (g.TabFocusRequestNextWindow != NULL) { - ImGuiWindow* window = g.FocusRequestNextWindow; - g.FocusRequestCurrWindow = window; - if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) - g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); - if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) - g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); - g.FocusRequestNextWindow = NULL; - g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; + ImGuiWindow* window = g.TabFocusRequestNextWindow; + g.TabFocusRequestCurrWindow = window; + if (g.TabFocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) + g.TabFocusRequestCurrCounterRegular = ImModPositive(g.TabFocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); + if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) + g.TabFocusRequestCurrCounterTabStop = ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); + g.TabFocusRequestNextWindow = NULL; + g.TabFocusRequestNextCounterRegular = g.TabFocusRequestNextCounterTabStop = INT_MAX; } g.NavIdTabCounter = INT_MAX; @@ -3661,6 +3833,7 @@ void ImGui::UpdateTabFocus() void ImGui::UpdateHoveredWindowAndCaptureFlags() { ImGuiContext& g = *GImGui; + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); // Find the window hovered by mouse: // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. @@ -3671,7 +3844,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindow, modal_window)) clear_hovered_windows = true; // Disabled mouse? @@ -3699,7 +3872,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() clear_hovered_windows = true; if (clear_hovered_windows) - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) if (g.WantCaptureMouseNextFrame != -1) @@ -3735,9 +3908,13 @@ void ImGui::NewFrame() IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); ImGuiContext& g = *GImGui; -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PreNewFrame(&g); -#endif + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); // Check and assert for various common IO and Configuration mistakes ErrorCheckNewFrameSanityChecks(); @@ -3756,15 +3933,21 @@ void ImGui::NewFrame() g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); - g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + UpdateViewportsNewFrame(); // Setup current font and draw list shared data g.IO.Fonts->Locked = true; SetCurrentFont(GetDefaultFont()); IM_ASSERT(g.Font->IsLoaded()); - g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int n = 0; n < g.Viewports.Size; n++) + virtual_space.Add(g.Viewports[n]->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError); + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; if (g.Style.AntiAliasedLines) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; @@ -3775,16 +3958,12 @@ void ImGui::NewFrame() if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; - g.BackgroundDrawList._ResetForNewFrame(); - g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); - g.BackgroundDrawList.PushClipRectFullScreen(); - - g.ForegroundDrawList._ResetForNewFrame(); - g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID); - g.ForegroundDrawList.PushClipRectFullScreen(); - // Mark rendering data as invalid to prevent user who may have a handle on it to use it. - g.DrawData.Clear(); + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataP.Clear(); + } // Drag and drop keep the source ID alive so even if the source disappear our state is consistent if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) @@ -3800,8 +3979,10 @@ void ImGui::NewFrame() if (g.HoveredId && g.ActiveId != g.HoveredId) g.HoveredIdNotActiveTimer += g.IO.DeltaTime; g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; + g.HoveredIdUsingMouseWheel = false; g.HoveredIdDisabled = false; // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) @@ -3871,8 +4052,8 @@ void ImGui::NewFrame() UpdateTabFocus(); // Mark all windows as not visible and compact unused memory. - IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); - const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; @@ -3886,6 +4067,17 @@ void ImGui::NewFrame() GcCompactTransientWindowBuffers(window); } + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (int i = 0; i < g.TablesTempDataStack.Size; i++) + if (g.TablesTempDataStack[i].LastTimeActive >= 0.0f && g.TablesTempDataStack[i].LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&g.TablesTempDataStack[i]); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + // Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow && !g.NavWindow->WasActive) FocusTopMostWindowUnderOne(NULL, NULL); @@ -3894,6 +4086,9 @@ void ImGui::NewFrame() // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_None); + g.GroupStack.resize(0); ClosePopupsOverWindow(g.NavWindow, false); // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. @@ -3907,9 +4102,7 @@ void ImGui::NewFrame() Begin("Debug##Default"); IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PostNewFrame(&g); -#endif + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. @@ -3920,20 +4113,20 @@ void ImGui::UpdateDebugToolItemPicker() if (g.DebugItemPickerActive) { const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); - if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressedMap(ImGuiKey_Escape)) g.DebugItemPickerActive = false; - if (ImGui::IsMouseClicked(0) && hovered_id) + if (IsMouseClicked(0) && hovered_id) { g.DebugItemPickerBreakId = hovered_id; g.DebugItemPickerActive = false; } - ImGui::SetNextWindowBgAlpha(0.60f); - ImGui::BeginTooltip(); - ImGui::Text("HoveredId: 0x%08X", hovered_id); - ImGui::Text("Press ESC to abort picking."); - ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); - ImGui::EndTooltip(); + SetNextWindowBgAlpha(0.60f); + BeginTooltip(); + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + EndTooltip(); } } @@ -3955,18 +4148,12 @@ void ImGui::Initialize(ImGuiContext* context) g.SettingsHandlers.push_back(ini_handler); } -#ifdef IMGUI_HAS_TABLE // Add .ini handle for ImGuiTable type - { - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Table"; - ini_handler.TypeHash = ImHashStr("Table"); - ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; - ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; - ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); - } -#endif // #ifdef IMGUI_HAS_TABLE + TableSettingsInstallHandler(context); + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + g.Viewports.push_back(viewport); #ifdef IMGUI_HAS_DOCK #endif // #ifdef IMGUI_HAS_DOCK @@ -3994,15 +4181,12 @@ void ImGui::Shutdown(ImGuiContext* context) if (g.SettingsLoaded && g.IO.IniFilename != NULL) { ImGuiContext* backup_context = GImGui; - SetCurrentContext(context); + SetCurrentContext(&g); SaveIniSettingsToDisk(g.IO.IniFilename); SetCurrentContext(backup_context); } - // Notify hooked test engine, if any -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_Shutdown(context); -#endif + CallContextHooks(&g, ImGuiContextHookType_Shutdown); // Clear everything else for (int i = 0; i < g.Windows.Size; i++) @@ -4014,22 +4198,29 @@ void ImGui::Shutdown(ImGuiContext* context) g.CurrentWindowStack.clear(); g.WindowsById.Clear(); g.NavWindow = NULL; - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; - g.ColorModifiers.clear(); - g.StyleModifiers.clear(); + g.ColorStack.clear(); + g.StyleVarStack.clear(); g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); - g.DrawDataBuilder.ClearFreeMemory(); - g.BackgroundDrawList._ClearFreeMemory(); - g.ForegroundDrawList._ClearFreeMemory(); + + for (int i = 0; i < g.Viewports.Size; i++) + IM_DELETE(g.Viewports[i]); + g.Viewports.clear(); g.TabBars.Clear(); g.CurrentTabBarStack.clear(); g.ShrinkWidthBuffer.clear(); + g.Tables.Clear(); + for (int i = 0; i < g.TablesTempDataStack.Size; i++) + g.TablesTempDataStack[i].~ImGuiTableTempData(); + g.TablesTempDataStack.clear(); + g.DrawChannelsTempMergeBuffer.clear(); + g.ClipboardHandlerData.clear(); g.MenusIdSubmittedThisFrame.clear(); g.InputTextState.ClearFreeMemory(); @@ -4082,7 +4273,7 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) { // Remove trailing command if unused. - // Technically we could return directly instead of popping, but this make things looks neat in Metrics window as well. + // Technically we could return directly instead of popping, but this make things looks neat in Metrics/Debugger window as well. draw_list->_PopUnusedDrawCmd(); if (draw_list->CmdBuffer.Size == 0) return; @@ -4097,13 +4288,13 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) // If this assert triggers because you are drawing lots of stuff manually: // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. - // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. // - If you want large meshes with more than 64K vertices, you can either: - // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. - // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. - // (B) Or handle 32-bit indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. - // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); // Your own engine or render API may use different parameters or function calls to specify index sizes. // 2 and 4 bytes indices are generally supported by most graphics API. @@ -4115,25 +4306,25 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d out_list->push_back(draw_list); } -static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWindow* window) +static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; g.IO.MetricsRenderWindows++; - AddDrawListToDrawData(out_render_list, window->DrawList); + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList); for (int i = 0; i < window->DC.ChildWindows.Size; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; - if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active - AddWindowToDrawData(out_render_list, child); + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); } } // Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) static void AddRootWindowToDrawData(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; - AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window); + AddWindowToDrawData(window, layer); } void ImDrawDataBuilder::FlattenIntoSingleLayer() @@ -4154,15 +4345,16 @@ void ImDrawDataBuilder::FlattenIntoSingleLayer() } } -static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_data) +static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) { ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; draw_data->Valid = true; draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; draw_data->CmdListsCount = draw_lists->Size; draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; - draw_data->DisplayPos = ImVec2(0.0f, 0.0f); - draw_data->DisplaySize = io.DisplaySize; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = viewport->Size; draw_data->FramebufferScale = io.DisplayFramebufferScale; for (int n = 0; n < draw_lists->Size; n++) { @@ -4202,6 +4394,8 @@ void ImGui::EndFrame() return; IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + ErrorCheckEndFrameSanityChecks(); // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) @@ -4268,6 +4462,8 @@ void ImGui::EndFrame() g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; g.IO.InputQueueCharacters.resize(0); memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); } void ImGui::Render() @@ -4279,11 +4475,17 @@ void ImGui::Render() EndFrame(); g.FrameCountRendered = g.FrameCount; g.IO.MetricsRenderWindows = 0; - g.DrawDataBuilder.Clear(); - // Add background ImDrawList - if (!g.BackgroundDrawList.VtxBuffer.empty()) - AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (int n = 0; n != g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.Clear(); + if (viewport->DrawLists[0] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; @@ -4292,32 +4494,36 @@ void ImGui::Render() for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) AddRootWindowToDrawData(window); } for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window AddRootWindowToDrawData(windows_to_render_top_most[n]); - g.DrawDataBuilder.FlattenIntoSingleLayer(); - // Draw software mouse cursor if requested - if (g.IO.MouseDrawCursor) - RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.FlattenIntoSingleLayer(); - // Add foreground ImDrawList - if (!g.ForegroundDrawList.VtxBuffer.empty()) - AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor) + RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); - // Setup ImDrawData structure for end-user - SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData); - g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount; - g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; + // Add foreground ImDrawList (for each active viewport) + if (viewport->DrawLists[1] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); - // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) - g.IO.RenderDrawListsFn(&g.DrawData); -#endif + SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); + ImDrawData* draw_data = &viewport->DrawDataP; + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); } // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. @@ -4339,7 +4545,11 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); // Round - text_size.x = IM_FLOOR(text_size.x + 0.95f); + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_FLOOR(text_size.x + 0.99999f); return text_size; } @@ -4358,10 +4568,11 @@ static void FindHoveredWindow() hovered_window = g.MovingWindow; ImVec2 padding_regular = g.Style.TouchExtraPadding; - ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. if (!window->Active || window->Hidden) continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) @@ -4372,7 +4583,7 @@ static void FindHoveredWindow() if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) bb.Expand(padding_regular); else - bb.Expand(padding_for_resize_from_edges); + bb.Expand(padding_for_resize); if (!bb.Contains(g.IO.MousePos)) continue; @@ -4388,6 +4599,7 @@ static void FindHoveredWindow() if (hovered_window == NULL) hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) hovered_window_ignoring_moving_window = window; if (hovered_window && hovered_window_ignoring_moving_window) @@ -4395,7 +4607,6 @@ static void FindHoveredWindow() } g.HoveredWindow = hovered_window; - g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; } @@ -4426,7 +4637,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key) } // Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]! -// Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! +// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! bool ImGui::IsKeyDown(int user_key_index) { if (user_key_index < 0) @@ -4582,7 +4793,7 @@ bool ImGui::IsAnyMouseDown() // Return the delta from the initial clicking position while the mouse button is clicked or was just released. // This is locked and return 0.0f until the mouse moves past a distance threshold at least once. -// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; @@ -4662,16 +4873,19 @@ bool ImGui::IsItemDeactivatedAfterEdit() return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } +// == GetItemID() == GetFocusID() bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) + if (g.NavId != window->DC.LastItemId || g.NavId == 0) return false; return true; } +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) { return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); @@ -4720,15 +4934,27 @@ bool ImGui::IsItemEdited() } // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework. void ImGui::SetItemAllowOverlap() { ImGuiContext& g = *GImGui; - if (g.HoveredId == g.CurrentWindow->DC.LastItemId) + ImGuiID id = g.CurrentWindow->DC.LastItemId; + if (g.HoveredId == id) g.HoveredIdAllowOverlap = true; - if (g.ActiveId == g.CurrentWindow->DC.LastItemId) + if (g.ActiveId == id) g.ActiveIdAllowOverlap = true; } +void ImGui::SetItemUsingMouseWheel() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->DC.LastItemId; + if (g.HoveredId == id) + g.HoveredIdUsingMouseWheel = true; + if (g.ActiveId == id) + g.ActiveIdUsingMouseWheel = true; +} + ImVec2 ImGui::GetItemRectMin() { ImGuiWindow* window = GetCurrentWindowRead(); @@ -4747,12 +4973,6 @@ ImVec2 ImGui::GetItemRectSize() return window->DC.LastItemRect.GetSize(); } -static ImRect GetViewportRect() -{ - ImGuiContext& g = *GImGui; - return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); -} - bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; @@ -4772,16 +4992,15 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b SetNextWindowSize(size); // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. - char title[256]; if (name) - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id); else - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id); const float backup_border_size = g.Style.ChildBorderSize; if (!border) g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(title, NULL, flags); + bool ret = Begin(g.TempBuffer, NULL, flags); g.Style.ChildBorderSize = backup_border_size; ImGuiWindow* child_window = g.CurrentWindow; @@ -4794,7 +5013,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b parent_window->DC.CursorPos = child_window->Pos; // Process navigation-in immediately so NavInit can run on first frame - if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) { FocusWindow(child_window); NavInitWindow(child_window, false); @@ -4841,13 +5060,13 @@ void ImGui::EndChild() ImGuiWindow* parent_window = g.CurrentWindow; ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); ItemSize(sz); - if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) { ItemAdd(bb, window->ChildId); RenderNavHighlight(bb, window->ChildId); // When browsing a window that has no activable items (scroll only) we keep a highlight on the child - if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) + if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } else @@ -4855,8 +5074,11 @@ void ImGui::EndChild() // Not navigable into ItemAdd(bb, 0); } + if (g.HoveredWindow == window) + parent_window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } // Helper to create a child window / scrolling region that looks like a normal widget frame. @@ -4917,7 +5139,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) g.WindowsById.SetVoidPtr(window->ID, window); // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. - window->Pos = ImVec2(60, 60); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. if (!(flags & ImGuiWindowFlags_NoSavedSettings)) @@ -4944,7 +5167,12 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); } - g.WindowsFocusOrder.push_back(window); + if (!(flags & ImGuiWindowFlags_ChildWindow)) + { + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) g.Windows.push_front(window); // Quite slow but rare and only once else @@ -4952,9 +5180,10 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) return window; } -static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) { ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. @@ -4979,33 +5208,40 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) { ImGuiWindow* window_for_height = window; + const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight(); new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } return new_size; } -static ImVec2 CalcWindowContentSize(ImGuiWindow* window) +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) { - if (window->Collapsed) - if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - return window->ContentSize; - if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) - return window->ContentSize; + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } - ImVec2 sz; - sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); - return sz; + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); } static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; - ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + size_decorations; + ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize @@ -5019,13 +5255,16 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont ImVec2 size_min = style.WindowMinSize; if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); + + // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? + ImVec2 avail_size = ImGui::GetMainViewport()->Size; + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); - bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); - bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; if (will_have_scrollbar_y) @@ -5034,10 +5273,12 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont } } -ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) { - ImVec2 size_contents = CalcWindowContentSize(window); - ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents); + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); return size_final; } @@ -5065,53 +5306,64 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co *out_size = size_constrained; } +// Data for resizing from corner struct ImGuiResizeGripDef { ImVec2 CornerPosN; ImVec2 InnerDir; int AngleMin12, AngleMax12; }; - static const ImGuiResizeGripDef resize_grip_def[4] = { - { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right - { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left - { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) - { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused) + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) }; +// Data for resizing from borders struct ImGuiResizeBorderDef { ImVec2 InnerDir; - ImVec2 CornerPosN1, CornerPosN2; + ImVec2 SegmentN1, SegmentN2; float OuterAngle; }; - static const ImGuiResizeBorderDef resize_border_def[4] = { - { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right - { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom - { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) { ImRect rect = window->Rect(); - if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); - if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top - if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right - if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom - if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } IM_ASSERT(0); return ImRect(); } // 0..3: corners (Lower-right, Lower-left, Unused, Unused) -// 4..7: borders (Top, Right, Bottom, Left) -ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) { - IM_ASSERT(n >= 0 && n <= 7); + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; ImGuiID id = window->ID; id = ImHashStr("#RESIZE", 0, id); id = ImHashData(&n, sizeof(int), id); @@ -5134,7 +5386,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); - const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); @@ -5146,15 +5398,16 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s PushID("#RESIZE"); for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window - ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); - bool hovered, held; - ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; @@ -5170,39 +5423,41 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s { // Resize from any of the four corners // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip - ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip corner_target = ImClamp(corner_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); } + + // Only lower-left grip is visible before hovering/activating if (resize_grip_n == 0 || held || hovered) resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } for (int border_n = 0; border_n < resize_border_count; border_n++) { + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + bool hovered, held; - ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); - ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { - g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; if (held) *border_held = border_n; } if (held) { + ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); ImVec2 border_target = window->Pos; - ImVec2 border_posn; - if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top - if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right - if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom - if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left - ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX); + border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; border_target = ImClamp(border_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); } } PopID(); @@ -5214,9 +5469,9 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) { ImVec2 nav_resize_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) + if (g.NavInputSource == ImGuiInputSource_Gamepad) nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) { @@ -5262,16 +5517,16 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) float rounding = window->WindowRounding; float border_size = window->WindowBorderSize; if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); int border_held = window->ResizeBorderHeld; if (border_held != -1) { const ImGuiResizeBorderDef& def = resize_border_def[border_held]; ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); - window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual } if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) { @@ -5320,14 +5575,14 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar } if (override_alpha) bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar)) { ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); } // Menu bar @@ -5335,7 +5590,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar { ImRect menu_bar_rect = window->MenuBarRect(); menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } @@ -5376,8 +5631,8 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; // Layout buttons @@ -5414,7 +5669,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl *p_open = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.ItemFlags = item_flags_backup; + g.CurrentItemFlags = item_flags_backup; // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. @@ -5423,7 +5678,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, - // while uncentered title text will still reach edges correct. + // while uncentered title text will still reach edges correctly. if (pad_l > style.FramePadding.x) pad_l += g.Style.ItemInnerSpacing.x; if (pad_r > style.FramePadding.x) @@ -5437,8 +5692,9 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl } ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); - ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); - //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); if (flags & ImGuiWindowFlags_UnsavedDocument) { @@ -5497,14 +5753,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update the Appearing flag bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } - window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); + window->Appearing = window_just_activated_by_user; if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); @@ -5534,8 +5789,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Add to stack // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindowStack.push_back(window); + g.CurrentWindow = window; + window->DC.StackSizesOnBegin.SetToCurrentState(); g.CurrentWindow = NULL; - ErrorCheckBeginEndCompareStacksSize(window, true); + if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; @@ -5544,9 +5801,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->PopupId = popup_ref.PopupId; } - if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) - window->NavLastIds[0] = 0; - // Update ->RootWindow and others pointers (before any possible call to FocusWindow) if (first_begin_of_the_frame) UpdateWindowParentAndRootLinks(window, flags, parent_window); @@ -5611,6 +5865,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); window->IDStack.resize(1); window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; // Restore buffer capacity when woken from a compacted state, to avoid if (window->MemoryCompacted) @@ -5631,11 +5886,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - window->ContentSize = CalcWindowContentSize(window); + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; // Hide new windows for one frame until they calculate their size if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) @@ -5652,7 +5910,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Size.x = window->SizeFull.x = 0.f; if (!window_size_y_set_by_api) window->Size.y = window->SizeFull.y = 0.f; - window->ContentSize = ImVec2(0.f, 0.f); + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); } } @@ -5686,7 +5944,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { window->Collapsed = !window->Collapsed; MarkIniSettingsDirty(window); - FocusWindow(window); } } else @@ -5698,7 +5955,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); bool use_current_size_for_scrollbar_x = window_just_created; bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) @@ -5772,9 +6029,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. - ImRect viewport_rect(GetViewportRect()); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + ImRect viewport_rect(viewport->GetMainRect()); + ImRect viewport_work_rect(viewport->GetWorkRect()); ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); - ImRect visibility_rect(viewport_rect.Min + visibility_padding, viewport_rect.Max - visibility_padding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); // Clamp position/size so window stays visible within its viewport or monitor // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. @@ -5805,7 +6064,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) int border_held = -1; ImU32 resize_grip_col[4] = {}; const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. - const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (!window->Collapsed) if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; @@ -5947,7 +6206,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) bb.Expand(-g.FontSize - 1.0f); rounding = window->WindowRounding; } - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, 0, 3.0f); } // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) @@ -5985,13 +6244,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; - window->DC.NavLayerActiveMaskNext = 0x00; - window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595 + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; window->DC.NavHideHighlightOneFrame = false; window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); @@ -6008,13 +6267,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled - window->DC.ItemFlagsStack.resize(0); window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); - window->DC.GroupStack.resize(0); - window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; - if (parent_window) - window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); if (window->AutoFitFramesX > 0) window->AutoFitFramesX--; @@ -6025,12 +6279,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (want_focus) { FocusWindow(window); - NavInitWindow(window, false); + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar)) - RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; @@ -6039,7 +6293,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. // Maybe we can support CTRL+C on every element? /* - if (g.ActiveId == move_id) + //if (g.NavWindow == window && g.ActiveId == 0) + if (g.ActiveId == window->MoveId) if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) LogToClipboard(); */ @@ -6059,12 +6314,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); } + // Pull/inherit current state + g.CurrentItemFlags = g.ItemFlagsStack.back(); // Inherit from shared stack + window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // Inherit from parent only // -V595 + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) - if (first_begin_of_the_frame) - window->WriteAccessed = false; - + window->WriteAccessed = false; window->BeginCount++; g.NextWindowData.ClearFlags(); @@ -6076,9 +6333,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Child window can be out of sight and have "negative" clip windows. // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) - window->HiddenFramesCanSkipItems = 1; + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? + if (!g.LogEnabled) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesCanSkipItems = 1; // Hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) @@ -6092,7 +6350,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->HiddenFramesCanSkipItems = 1; // Update the Hidden flag - window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } // Update the SkipItems flag, used to early out of all items functions (no layout required) bool skip_items = false; @@ -6135,22 +6400,29 @@ void ImGui::End() g.CurrentWindowStack.pop_back(); if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - ErrorCheckBeginEndCompareStacksSize(window, false); + window->DC.StackSizesOnBegin.CompareWithCurrentState(); SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); } void ImGui::BringWindowToFocusFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); if (g.WindowsFocusOrder.back() == window) return; - for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window - if (g.WindowsFocusOrder[i] == window) - { - memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); - g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; - break; - } + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; } void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) @@ -6192,11 +6464,12 @@ void ImGui::FocusWindow(ImGuiWindow* window) g.NavWindow = window; if (window && g.NavDisableMouseHover) g.NavMousePosDirty = true; - g.NavInitRequest = false; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavFocusScopeId = 0; g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; + g.NavInitRequest = g.NavMoveRequest = false; + NavUpdateAnyRequestFlag(); //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } @@ -6229,18 +6502,13 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind { ImGuiContext& g = *GImGui; - int start_idx = g.WindowsFocusOrder.Size - 1; - if (under_this_window != NULL) - { - int under_this_window_idx = FindWindowFocusIndex(under_this_window); - if (under_this_window_idx != -1) - start_idx = under_this_window_idx - 1; - } + const int start_idx = ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 1; for (int i = start_idx; i >= 0; i--) { // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. ImGuiWindow* window = g.WindowsFocusOrder[i]; - if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + IM_ASSERT(window == window->RootWindow); + if (window != ignore_window && window->WasActive) if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); @@ -6251,6 +6519,7 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind FocusWindow(NULL); } +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; @@ -6287,19 +6556,23 @@ void ImGui::PopFont() void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); if (enabled) - window->DC.ItemFlags |= option; + item_flags |= option; else - window->DC.ItemFlags &= ~option; - window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); } void ImGui::PopItemFlag() { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemFlagsStack.pop_back(); - window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); } // FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. @@ -6326,15 +6599,15 @@ void ImGui::PopButtonRepeat() void ImGui::PushTextWrapPos(float wrap_pos_x) { ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); window->DC.TextWrapPos = wrap_pos_x; - window->DC.TextWrapPosStack.push_back(wrap_pos_x); } void ImGui::PopTextWrapPos() { ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); window->DC.TextWrapPosStack.pop_back(); - window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); } bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) @@ -6350,34 +6623,46 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) return false; } -bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) { - IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; - - if (flags & ImGuiHoveredFlags_AnyWindow) + for (int i = g.Windows.Size - 1; i >= 0; i--) { - if (g.HoveredWindow == NULL) + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) return false; } - else + return false; +} + +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function + ImGuiContext& g = *GImGui; + if (g.HoveredWindow == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) { + ImGuiWindow* window = g.CurrentWindow; switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) { case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: - if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) + if (g.HoveredWindow->RootWindow != window->RootWindow) return false; break; case ImGuiHoveredFlags_RootWindow: - if (g.HoveredWindow != g.CurrentWindow->RootWindow) + if (g.HoveredWindow != window->RootWindow) return false; break; case ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) + if (!IsWindowChildOf(g.HoveredWindow, window)) return false; break; default: - if (g.HoveredWindow != g.CurrentWindow) + if (g.HoveredWindow != window) return false; break; } @@ -6417,7 +6702,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) // If you want a window to never be focused, you may use the e.g. NoInputs flag. bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { - return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); } float ImGui::GetWindowWidth() @@ -6455,6 +6740,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) ImVec2 offset = window->Pos - old_pos; window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; window->DC.CursorStartPos += offset; } @@ -6612,7 +6898,7 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; - g.NextWindowData.ContentSizeVal = size; + g.NextWindowData.ContentSizeVal = ImFloor(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) @@ -6680,12 +6966,11 @@ void ImGui::ActivateItem(ImGuiID id) g.NavNextActivateId = id; } -// Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there. void ImGui::PushFocusScope(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent); + g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent); window->DC.NavFocusScopeIdCurrent = id; } @@ -6693,8 +6978,9 @@ void ImGui::PopFocusScope() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - window->DC.NavFocusScopeIdCurrent = window->IDStack.back(); - window->IDStack.pop_back(); + IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? + window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back(); + g.FocusScopeStack.pop_back(); } void ImGui::SetKeyboardFocusHere(int offset) @@ -6702,9 +6988,9 @@ void ImGui::SetKeyboardFocusHere(int offset) IM_ASSERT(offset >= -1); // -1 is allowed but not below ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; - g.FocusRequestNextCounterTabStop = INT_MAX; + g.TabFocusRequestNextWindow = window; + g.TabFocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; + g.TabFocusRequestNextCounterTabStop = INT_MAX; } void ImGui::SetItemDefaultFocus() @@ -6713,11 +6999,11 @@ void ImGui::SetItemDefaultFocus() ImGuiWindow* window = g.CurrentWindow; if (!window->Appearing) return; - if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) + if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == window->DC.NavLayerCurrent) { g.NavInitRequest = false; - g.NavInitResultId = g.NavWindow->DC.LastItemId; - g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); + g.NavInitResultId = window->DC.LastItemId; + g.NavInitResultRectRel = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); NavUpdateAnyRequestFlag(); if (!IsItemVisible()) SetScrollHereY(); @@ -6793,6 +7079,7 @@ ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) void ImGui::PopID() { ImGuiWindow* window = GImGui->CurrentWindow; + IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? window->IDStack.pop_back(); } @@ -6854,11 +7141,11 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() ImGuiContext& g = *GImGui; // Check user IM_ASSERT macro - // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined! + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) - // #define IM_ASSERT(EXPR) SomeCode(EXPR); SomeMoreCode(); // Wrong! - // #define IM_ASSERT(EXPR) do { SomeCode(EXPR); SomeMoreCode(); } while (0) // Correct! + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! if (true) IM_ASSERT(1); else IM_ASSERT(0); // Check user data @@ -6867,21 +7154,21 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); - IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); + IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); for (int n = 0; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); - // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) + // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); - // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) g.IO.ConfigWindowsResizeFromEdges = false; } @@ -6891,10 +7178,17 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() ImGuiContext& g = *GImGui; // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() - // One possible reason leading to this assert is that your back-ends update inputs _AFTER_ NewFrame(). - const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags(); - IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); - IM_UNUSED(expected_key_mod_flags); + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags(); + IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mod_flags); + + // Recover from errors + //ErrorCheckEndFrameRecover(); // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). @@ -6911,47 +7205,134 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); } } + + IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); } -// Save and compare stack sizes on Begin()/End() to detect usage errors -// Begin() calls this with write=true -// End() calls this with write=false -static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write) +// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +// Must be called during or before EndFrame(). +// This is generally flawed as we are not necessarily End/Popping things in the right order. +// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. +// FIXME: Can't recover from interleaved BeginTabBar/Begin +void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) { + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" ImGuiContext& g = *GImGui; - short* p = &window->DC.StackSizesBackup[0]; - - // Window stacks - // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - { int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop() - { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup() - - // Global stacks - // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - { int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup() - { int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor() - { int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar() - { int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont() - IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); -} - - -//----------------------------------------------------------------------------- -// [SECTION] LAYOUT -//----------------------------------------------------------------------------- -// - ItemSize() -// - ItemAdd() -// - SameLine() -// - GetCursorScreenPos() -// - SetCursorScreenPos() -// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() -// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() -// - GetCursorStartPos() -// - Indent() -// - Unindent() -// - SetNextItemWidth() -// - PushItemWidth() -// - PushMultiItemsWidths() + while (g.CurrentWindowStack.Size > 0) + { + while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + EndTable(); + } + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window != NULL); + while (g.CurrentTabBar != NULL) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + EndTabBar(); + } + while (window->DC.TreeDepth > 0) + { + if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + TreePop(); + } + while (g.GroupStack.Size > window->DC.StackSizesOnBegin.SizeOfGroupStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + EndGroup(); + } + while (window->IDStack.Size > 1) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + PopID(); + } + while (g.ColorStack.Size > window->DC.StackSizesOnBegin.SizeOfColorStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + PopStyleColor(); + } + while (g.StyleVarStack.Size > window->DC.StackSizesOnBegin.SizeOfStyleVarStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + PopStyleVar(); + } + while (g.FocusScopeStack.Size > window->DC.StackSizesOnBegin.SizeOfFocusScopeStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + PopFocusScope(); + } + if (g.CurrentWindowStack.Size == 1) + { + IM_ASSERT(g.CurrentWindow->IsFallbackWindow); + break; + } + IM_ASSERT(window == g.CurrentWindow); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); + EndChild(); + } + else + { + if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); + End(); + } + } +} + +// Save current stack sizes for later compare +void ImGuiStackSizes::SetToCurrentState() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + SizeOfIDStack = (short)window->IDStack.Size; + SizeOfColorStack = (short)g.ColorStack.Size; + SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + SizeOfFontStack = (short)g.FontStack.Size; + SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + SizeOfGroupStack = (short)g.GroupStack.Size; + SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; +} + +// Compare to detect usage errors +void ImGuiStackSizes::CompareWithCurrentState() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_UNUSED(window); + + // Window stacks + // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); + + // Global stacks + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); + IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); + IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); + IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); + IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); + IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - ItemAdd() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() // - PopItemWidth() // - CalcItemWidth() // - CalcItemSize() @@ -7013,7 +7394,7 @@ void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) // Declare item bounding box for clipping and interaction. // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface // declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemAddFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -7029,7 +7410,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) @@ -7062,6 +7443,11 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) return false; //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + // Tab stop handling (previously was using internal ItemFocusable() api) + // FIXME-NAV: We would now want to move this above the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343) + if (flags & ImGuiItemAddFlags_Focusable) + ItemFocusable(window, id); + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if (IsMouseHoveringRect(bb.Min, bb.Max)) window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; @@ -7180,12 +7566,13 @@ void ImGui::SetNextItemWidth(float item_width) g.NextItemData.Width = item_width; } +// FIXME: Remove the == 0.0f behavior? void ImGui::PushItemWidth(float item_width) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } @@ -7196,18 +7583,19 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) const ImGuiStyle& style = g.Style; const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidthStack.push_back(w_item_last); - for (int i = 0; i < components - 1; i++) + for (int i = 0; i < components - 2; i++) window->DC.ItemWidthStack.push_back(w_item_one); - window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() { ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); window->DC.ItemWidthStack.pop_back(); - window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); } // Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). @@ -7287,7 +7675,7 @@ ImVec2 ImGui::GetContentRegionMax() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentRegionRect.Max - window->Pos; - if (window->DC.CurrentColumns) + if (window->DC.CurrentColumns || g.CurrentTable) mx.x = window->WorkRect.Max.x - window->Pos.x; return mx; } @@ -7298,7 +7686,7 @@ ImVec2 ImGui::GetContentRegionMaxAbs() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentRegionRect.Max; - if (window->DC.CurrentColumns) + if (window->DC.CurrentColumns || g.CurrentTable) mx.x = window->WorkRect.Max.x; return mx; } @@ -7335,8 +7723,9 @@ void ImGui::BeginGroup() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); - ImGuiGroupData& group_data = window->DC.GroupStack.back(); + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; group_data.BackupCursorPos = window->DC.CursorPos; group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; group_data.BackupIndent = window->DC.Indent; @@ -7344,6 +7733,7 @@ void ImGui::BeginGroup() group_data.BackupCurrLineSize = window->DC.CurrLineSize; group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; group_data.EmitItem = true; @@ -7352,16 +7742,17 @@ void ImGui::BeginGroup() window->DC.CursorMaxPos = window->DC.CursorPos; window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } void ImGui::EndGroup() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(window->DC.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls - ImGuiGroupData& group_data = window->DC.GroupStack.back(); + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); @@ -7372,11 +7763,11 @@ void ImGui::EndGroup() window->DC.CurrLineSize = group_data.BackupCurrLineSize; window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return if (!group_data.EmitItem) { - window->DC.GroupStack.pop_back(); + g.GroupStack.pop_back(); return; } @@ -7396,6 +7787,11 @@ void ImGui::EndGroup() window->DC.LastItemId = g.ActiveIdPreviousFrame; window->DC.LastItemRect = group_bb; + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + // Forward Edited flag if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; @@ -7405,7 +7801,7 @@ void ImGui::EndGroup() if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; - window->DC.GroupStack.pop_back(); + g.GroupStack.pop_back(); //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } @@ -7432,24 +7828,29 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) ImVec2 scroll = window->Scroll; if (window->ScrollTarget.x < FLT_MAX) { + float decoration_total_width = window->ScrollbarSizes.x; float center_x_ratio = window->ScrollTargetCenterRatio.x; float scroll_target_x = window->ScrollTarget.x; - float snap_x_min = 0.0f; - float snap_x_max = window->ScrollMax.x + window->Size.x; if (window->ScrollTargetEdgeSnapDist.x > 0.0f) + { + float snap_x_min = 0.0f; + float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width; scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); - scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x); + } + scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width); } if (window->ScrollTarget.y < FLT_MAX) { - float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y; float center_y_ratio = window->ScrollTargetCenterRatio.y; float scroll_target_y = window->ScrollTarget.y; - float snap_y_min = 0.0f; - float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height; if (window->ScrollTargetEdgeSnapDist.y > 0.0f) + { + float snap_y_min = 0.0f; + float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height; scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); - scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); + } + scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height); } scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); @@ -7562,7 +7963,8 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect; + local_y -= decoration_up_height; window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset window->ScrollTargetCenterRatio.y = center_y_ratio; window->ScrollTargetEdgeSnapDist.y = 0.0f; @@ -7585,7 +7987,7 @@ void ImGui::SetScrollHereX(float center_x_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float spacing_x = g.Style.ItemSpacing.x; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos @@ -7598,7 +8000,7 @@ void ImGui::SetScrollHereY(float center_y_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float spacing_y = g.Style.ItemSpacing.y; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos @@ -7640,7 +8042,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt { // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. window->Hidden = true; - window->HiddenFramesCanSkipItems = 1; + window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; @@ -7729,6 +8131,11 @@ void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); } +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + // Mark popup as open (toggle toward open state). // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). @@ -7937,7 +8344,10 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) - SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + { + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse; const bool is_open = Begin(name, p_open, flags); @@ -7985,10 +8395,21 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags } // This is a helper to handle the simplest case of associating one named popup to one given widget. -// - You can pass a NULL str_id to use the identifier of the last item. -// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). -// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid -// computing the ID twice because BeginPopupContextXXX functions may be called very frequently. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiWindow* window = GImGui->CurrentWindow; @@ -8030,6 +8451,9 @@ bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flag // r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) // r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) { ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); @@ -8104,11 +8528,13 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s return pos; } -ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) { + ImGuiContext& g = *GImGui; IM_UNUSED(window); - ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding; - ImRect r_screen = GetViewportRect(); + ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect(); + ImVec2 padding = g.Style.DisplaySafeAreaPadding; r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); return r_screen; } @@ -8117,7 +8543,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - ImRect r_outer = GetWindowAllowedExtentRect(window); + ImRect r_outer = GetPopupAllowedExtentRect(window); if (window->Flags & ImGuiWindowFlags_ChildMenu) { // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. @@ -8157,26 +8583,19 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- -// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, -// and needs some explanation or serious refactoring. -void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) +// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked. +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindow); - IM_ASSERT(nav_layer == 0 || nav_layer == 1); + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); g.NavId = id; + g.NavLayer = nav_layer; g.NavFocusScopeId = focus_scope_id; g.NavWindow->NavLastIds[nav_layer] = id; -} - -void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) -{ - ImGuiContext& g = *GImGui; - SetNavID(id, nav_layer, focus_scope_id); g.NavWindow->NavRectRel[nav_layer] = rect_rel; - g.NavMousePosDirty = true; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + //g.NavDisableHighlight = false; + //g.NavDisableMouseHover = g.NavMousePosDirty = true; } void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) @@ -8234,7 +8653,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -8365,6 +8784,14 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) return new_best; } +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel) +{ + result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; + result->RectRel = nav_bb_rel; +} + // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) { @@ -8372,7 +8799,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. // return; - const ImGuiItemFlags item_flags = window->DC.ItemFlags; + const ImGuiItemFlags item_flags = g.CurrentItemFlags; const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); // Process Init Request @@ -8395,7 +8822,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) { - ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; #if IMGUI_DEBUG_NAV_SCORING // [DEBUG] Score all items in NavWindow at all times if (!g.NavMoveRequest) @@ -8405,25 +8832,14 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); #endif if (new_best) - { - result->Window = window; - result->ID = id; - result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; - result->RectRel = nav_bb_rel; - } + NavApplyItemToResult(result, window, id, nav_bb_rel); // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. const float VISIBLE_RATIO = 0.70f; if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) - { - result = &g.NavMoveResultLocalVisibleSet; - result->Window = window; - result->ID = id; - result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; - result->RectRel = nav_bb_rel; - } + NavApplyItemToResult(&g.NavMoveResultLocalVisibleSet, window, id, nav_bb_rel); } // Update window-relative bounding box of navigated item @@ -8433,7 +8849,6 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con g.NavLayer = window->DC.NavLayerCurrent; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; - g.NavIdTabCounter = window->DC.FocusCounterTabStop; window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) } } @@ -8478,7 +8893,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) { ImGuiWindow* parent = nav_window; - while (parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) parent = parent->ParentWindow; if (parent && parent != nav_window) parent->NavLastChildNavWindow = nav_window; @@ -8493,17 +8908,23 @@ static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) return window; } -static void NavRestoreLayer(ImGuiNavLayer layer) +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) { ImGuiContext& g = *GImGui; - g.NavLayer = layer; - if (layer == 0) - g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); + if (layer == ImGuiNavLayer_Main) + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); ImGuiWindow* window = g.NavWindow; - if (layer == 0 && window->NavLastIds[0] != 0) - ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]); + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; + } else - ImGui::NavInitWindow(window, true); + { + g.NavLayer = layer; + NavInitWindow(window, true); + } } static inline void ImGui::NavUpdateAnyRequestFlag() @@ -8519,14 +8940,20 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) { ImGuiContext& g = *GImGui; IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = g.NavFocusScopeId = 0; + return; + } + bool init_for_nav = false; - if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) - if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) - init_for_nav = true; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { - SetNavID(0, g.NavLayer, 0); + SetNavID(0, g.NavLayer, 0, ImRect()); g.NavInitRequest = true; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; @@ -8555,8 +8982,8 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); - ImRect visible_rect = GetViewportRect(); - return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. + ImGuiViewport* viewport = GetMainViewport(); + return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } } @@ -8614,17 +9041,17 @@ static void ImGui::NavUpdate() // (do it before we map Keyboard input!) bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad) + if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) { if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) - g.NavInputSource = ImGuiInputSource_NavGamepad; + g.NavInputSource = ImGuiInputSource_Gamepad; } // Update Keyboard->Nav inputs mapping if (nav_keyboard_active) { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0) NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); @@ -8636,8 +9063,16 @@ static void ImGui::NavUpdate() io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; if (io.KeyShift) io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + + // AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl) + // But also even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. + if (io.KeyAlt && !io.KeyCtrl) io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + + // We automatically cancel toggling nav layer when any text has been typed while holding Alt. (See #370) + if (io.KeyAlt && !io.KeyCtrl && g.NavWindowingToggleLayer && io.InputQueueCharacters.Size > 0) + g.NavWindowingToggleLayer = false; + #undef NAV_MAP_KEY } memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); @@ -8645,7 +9080,7 @@ static void ImGui::NavUpdate() io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + if (g.NavInitResultId != 0) NavUpdateInitResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; @@ -8670,13 +9105,11 @@ static void ImGui::NavUpdate() { // Set mouse position given our knowledge of the navigated item position from last frame if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) - { if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) { io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); io.WantSetMousePos = true; } - } g.NavMousePosDirty = false; } g.NavIdIsAlive = false; @@ -8705,18 +9138,20 @@ static void ImGui::NavUpdate() if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) ClearActiveID(); } - else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) { // Exit child window ImGuiWindow* child_window = g.NavWindow; ImGuiWindow* parent_window = g.NavWindow->ParentWindow; IM_ASSERT(child_window->ChildId != 0); + ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); - SetNavID(child_window->ChildId, 0, 0); - // Reassigning with same value, we're being explicit here. - g.NavIdIsAlive = false; // -V1048 - if (g.NavDisableMouseHover) - g.NavMousePosDirty = true; + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos)); } else if (g.OpenPopupStack.Size > 0) { @@ -8724,11 +9159,6 @@ static void ImGui::NavUpdate() if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); } - else if (g.NavLayer != ImGuiNavLayer_Main) - { - // Leave the "menu" layer - NavRestoreLayer(ImGuiNavLayer_Main); - } else { // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were @@ -8818,7 +9248,7 @@ static void ImGui::NavUpdate() // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); @@ -8843,7 +9273,7 @@ static void ImGui::NavUpdate() // When using gamepad, we project the reference nav bounding box into window visible area. // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative // (can't focus a visible object like we can with the mouse). - if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main) + if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main) { ImGuiWindow* window = g.NavWindow; ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); @@ -8858,8 +9288,8 @@ static void ImGui::NavUpdate() } // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) - ImRect nav_rect_rel = g.NavWindow ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); - g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); + ImRect nav_rect_rel = g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted() ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0); g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); g.NavScoringRect.Max.x = g.NavScoringRect.Min.x; @@ -8884,12 +9314,14 @@ static void ImGui::NavUpdateInitResult() return; // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); if (g.NavInitRequestFromMove) - SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); - else - SetNavID(g.NavInitResultId, g.NavLayer, 0); - g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; + } } // Apply result from previous frame navigation directional move request @@ -8908,7 +9340,7 @@ static void ImGui::NavUpdateMoveResult() } // Select which result to use - ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) @@ -8952,7 +9384,9 @@ static void ImGui::NavUpdateMoveResult() g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; } IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); - SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; } // Handle PageUp/PageDown/Home/End keys @@ -8973,7 +9407,7 @@ static float ImGui::NavUpdatePageUpPageDown() const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) { // Fallback manual-scroll when window has no navigable item if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) @@ -9091,13 +9525,13 @@ static void ImGui::NavEndFrame() } } -static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) - if (g.WindowsFocusOrder[i] == window) - return i; - return -1; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; } static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) @@ -9156,12 +9590,12 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; - g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; } // Gamepad update g.NavWindowingTimer += g.IO.DeltaTime; - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) { // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); @@ -9187,7 +9621,7 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Focus - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) { // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f @@ -9198,7 +9632,7 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Press and Release ALT to toggle menu layer - // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB + // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of backend clearing releases all keys on ALT-TAB if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) g.NavWindowingToggleLayer = true; if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) @@ -9209,9 +9643,9 @@ static void ImGui::NavUpdateWindowing() if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) { ImVec2 move_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift) move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) + if (g.NavInputSource == ImGuiInputSource_Gamepad) move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); if (move_delta.x != 0.0f || move_delta.y != 0.0f) { @@ -9236,8 +9670,14 @@ static void ImGui::NavUpdateWindowing() if (apply_focus_window->NavLastIds[0] == 0) NavInitWindow(apply_focus_window, false); - // If the window only has a menu layer, select it directly - if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) g.NavLayer = ImGuiNavLayer_Menu; } if (apply_focus_window) @@ -9246,10 +9686,12 @@ static void ImGui::NavUpdateWindowing() // Apply menu/layer toggle if (apply_toggle_layer && g.NavWindow) { + ClearActiveID(); + // Move to parent menu if necessary ImGuiWindow* new_nav_window = g.NavWindow; while (new_nav_window->ParentWindow - && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) new_nav_window = new_nav_window->ParentWindow; @@ -9262,8 +9704,10 @@ static void ImGui::NavUpdateWindowing() g.NavDisableHighlight = false; g.NavDisableMouseHover = true; - // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. - const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + // Reinitialize navigation when entering menu bar with the Alt key. + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer == ImGuiNavLayer_Menu) + g.NavWindow->NavLastIds[new_nav_layer] = 0; NavRestoreLayer(new_nav_layer); } } @@ -9289,13 +9733,15 @@ void ImGui::NavUpdateWindowingOverlay() if (g.NavWindowingListWindow == NULL) g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); - SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); - SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) { ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers if (!IsWindowNavFocusable(window)) continue; const char* label = window->Name; @@ -9326,27 +9772,45 @@ void ImGui::ClearDragDrop() memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); } -// Call when current ID is active. // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + bool source_drag_active = false; ImGuiID source_id = 0; ImGuiID source_parent_id = 0; - ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; if (!(flags & ImGuiDragDropFlags_SourceExtern)) { source_id = window->DC.LastItemId; - if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case - return false; - if (g.IO.MouseDown[mouse_button] == false) - return false; - - if (source_id == 0) + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false) + return false; + g.ActiveIdAllowOverlap = false; + } + else { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false) + return false; + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) @@ -9373,10 +9837,6 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. g.ActiveIdAllowOverlap = is_hovered; } - else - { - g.ActiveIdAllowOverlap = false; - } if (g.ActiveId != source_id) return false; source_parent_id = window->IDStack.back(); @@ -9406,6 +9866,8 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) g.DragDropActive = true; g.DragDropSourceFlags = flags; g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; } g.DragDropSourceFrameCount = g.FrameCount; g.DragDropWithinSource = true; @@ -9565,7 +10027,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); ImRect r = g.DragDropTargetRect; float r_surface = r.GetWidth() * r.GetHeight(); - if (r_surface < g.DragDropAcceptIdCurrRectSurface) + if (r_surface <= g.DragDropAcceptIdCurrRectSurface) { g.DragDropAcceptFlags = flags; g.DragDropAcceptIdCurr = g.DragDropTargetId; @@ -9577,11 +10039,11 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) { - // FIXME-DRAG: Settle on a proper default visuals for drop target. + // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. r.Expand(3.5f); bool push_clip_rect = !window->ClipRect.Contains(r); if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1)); - window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); + window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); if (push_clip_rect) window->DrawList->PopClipRect(); } @@ -9616,14 +10078,8 @@ void ImGui::EndDragDropTarget() //----------------------------------------------------------------------------- // Pass text data straight to log (without being displayed) -void ImGui::LogText(const char* fmt, ...) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; - if (!g.LogEnabled) - return; - - va_list args; - va_start(args, fmt); if (g.LogFile) { g.LogBuffer.Buf.resize(0); @@ -9634,59 +10090,88 @@ void ImGui::LogText(const char* fmt, ...) { g.LogBuffer.appendfv(fmt, args); } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); va_end(args); } +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + // Internal version that takes a position to decide on newline placement and pad items according to their depth. // We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + if (!text_end) text_end = FindRenderedTextEnd(text, text_end); - const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); if (ref_pos) g.LogLinePosY = ref_pos->y; if (log_new_line) + { + LogText(IM_NEWLINE); g.LogLineFirstItem = true; + } - const char* text_remaining = text; - if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) g.LogDepthRef = window->DC.TreeDepth; const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; for (;;) { - // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. - // We don't add a trailing \n to allow a subsequent item on the same line to be captured. + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. const char* line_start = text_remaining; const char* line_end = ImStreolRange(line_start, text_end); - const bool is_first_line = (line_start == text); const bool is_last_line = (line_end == text_end); - if (!is_last_line || (line_start != line_end)) + if (line_start != line_end || !is_last_line) { - const int char_count = (int)(line_end - line_start); - if (log_new_line || !is_first_line) - LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start); - else if (g.LogLineFirstItem) - LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start); - else - LogText(" %.*s", char_count, line_start); + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } } - else if (log_new_line) - { - // An empty "" string at a different Y position should output a carriage return. - LogText(IM_NEWLINE); - break; - } - if (is_last_line) break; text_remaining = line_end + 1; } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); } // Start logging/capturing text output @@ -9699,12 +10184,21 @@ void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) IM_ASSERT(g.LogBuffer.empty()); g.LogEnabled = true; g.LogType = type; + g.LogNextPrefix = g.LogNextSuffix = NULL; g.LogDepthRef = window->DC.TreeDepth; g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); g.LogLinePosY = FLT_MAX; g.LogLineFirstItem = true; } +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + void ImGui::LogToTTY(int auto_open_depth) { ImGuiContext& g = *GImGui; @@ -10135,9 +10629,41 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- +// - GetMainViewport() +// - UpdateViewportsNewFrame() [Internal] +// (this section is more complete in the 'docking' branch) +//----------------------------------------------------------------------------- -// (this section is filled in the 'docking' branch) +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +// Update viewports and monitor infos +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Viewports.Size == 1); + // Update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp; + main_viewport->Pos = ImVec2(0.0f, 0.0f); + main_viewport->Size = g.IO.DisplaySize; + + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + + // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. + viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; + viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; + viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); + viewport->UpdateWorkRect(); + } +} //----------------------------------------------------------------------------- // [SECTION] DOCKING @@ -10277,7 +10803,7 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) #endif // Win32 API IME support (for Asian languages, etc.) -#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) #include #ifdef _MSC_VER @@ -10307,10 +10833,76 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} #endif //----------------------------------------------------------------------------- -// [SECTION] METRICS/DEBUG WINDOW +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - RenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - MetricsHelpMarker() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] //----------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_METRICS_WINDOW + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = 1.0f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* thumb_window = g.Windows[i]; + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); + title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int n = 0; n < g.Viewports.Size; n++) + bb_full.Add(g.Viewports[n]->GetMainRect()); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { @@ -10325,48 +10917,63 @@ static void MetricsHelpMarker(const char* desc) } } +#ifndef IMGUI_DISABLE_DEMO_WINDOWS +namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } +#endif + void ImGui::ShowMetricsWindow(bool* p_open) { - if (!ImGui::Begin("Dear ImGui Metrics", p_open)) + if (!Begin("Dear ImGui Metrics/Debugger", p_open)) { - ImGui::End(); + End(); return; } - // Debugging enums - enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type - const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" }; - enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type - const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentRowsFrozen", "ColumnsContentRowsUnfrozen" }; - - // State - static bool show_windows_rects = false; - static int show_windows_rect_type = WRT_WorkRect; - static bool show_windows_begin_order = false; - static bool show_tables_rects = false; - static int show_tables_rect_type = TRT_WorkRect; - static bool show_drawcmd_mesh = true; - static bool show_drawcmd_aabb = true; + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; // Basic info - ImGuiContext& g = *GImGui; - ImGuiIO& io = ImGui::GetIO(); - ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); - ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); - ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); - ImGui::Text("%d active allocations", io.MetricsActiveAllocations); - ImGui::Separator(); - - // Helper functions to display common structures: - // - NodeDrawList() - // - NodeColumns() - // - NodeWindow() - // - NodeWindows() - // - NodeTabBar() - // - NodeStorage() + Text("Dear ImGui %s", GetVersion()); + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); + Text("%d active allocations", io.MetricsActiveAllocations); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + struct Funcs { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) { if (rect_type == WRT_OuterRect) { return window->Rect(); } @@ -10374,429 +10981,258 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (rect_type == WRT_InnerRect) { return window->InnerRect; } else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } else if (rect_type == WRT_WorkRect) { return window->WorkRect; } - else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } IM_ASSERT(0); return ImRect(); } + }; - static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb) - { - IM_ASSERT(show_mesh || show_aabb); - ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list - ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + // Tools + if (TreeNode("Tools")) + { + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (Button("Item Picker..")) + DebugStartItemPicker(); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); - // Draw wire-frame version of all triangles - ImRect clip_rect = draw_cmd->ClipRect; - ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - ImDrawListFlags backup_flags = fg_draw_list->Flags; - fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. - for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + draw_cmd->ElemCount); base_idx += 3) - { - ImVec2 triangle[3]; - for (int n = 0; n < 3; n++) - { - ImVec2 p = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; - triangle[n] = p; - vtxs_rect.Add(p); - } - if (show_mesh) - fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles - } - // Draw bounding boxes - if (show_aabb) + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) { - fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU - fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); } - fg_draw_list->Flags = backup_flags; + Unindent(); } + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); - static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) { - bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); - if (draw_list == ImGui::GetWindowDrawList()) + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { - ImGui::SameLine(); - ImGui::TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) - if (node_open) ImGui::TreePop(); - return; - } - - ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list - if (window && IsItemHovered()) - fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); - if (!node_open) - return; - - if (window && !window->WasActive) - ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); - - unsigned int elem_offset = 0; - for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) - { - if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0) - continue; - if (pcmd->UserCallback) - { - ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); - continue; - } - - ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - char buf[300]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, - pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); - bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); - if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list) - NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb); - if (!pcmd_node_open) + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) continue; - // Calculate approximate coverage area (touched pixel count) - // This will be in pixels squared as long there's no post-scaling happening to the renderer output. - float total_area = 0.0f; - for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3) + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) { - ImVec2 triangle[3]; - for (int n = 0; n < 3; n++) - triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; - total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); - } - - // Display vertex information summary. Hover to get all triangles drawn in wire-frame - ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); - ImGui::Selectable(buf); - if (ImGui::IsItemHovered() && fg_draw_list) - NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false); - - // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. - ImGuiListClipper clipper; - clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. - while (clipper.Step()) - for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + if (rect_n >= TRT_ColumnsRect) { - char* buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); - ImVec2 triangle[3]; - for (int n = 0; n < 3; n++, idx_i++) - { - ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; - triangle[n] = v.pos; - buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", - (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); - } - - ImGui::Selectable(buf, false); - if (fg_draw_list && ImGui::IsItemHovered()) + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { - ImDrawListFlags backup_flags = fg_draw_list->Flags; - fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. - fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255,255,0,255), true, 1.0f); - fg_draw_list->Flags = backup_flags; + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - static void NodeColumns(const ImGuiColumns* columns) - { - if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) - return; - ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); - for (int column_n = 0; column_n < columns->Columns.Size; column_n++) - ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); - ImGui::TreePop(); - } - - static void NodeWindows(ImVector& windows, const char* label) - { - if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) - return; - ImGui::Text("(In front-to-back order:)"); - for (int i = windows.Size - 1; i >= 0; i--) // Iterate front to back - { - ImGui::PushID(windows[i]); - Funcs::NodeWindow(windows[i], "Window"); - ImGui::PopID(); - } - ImGui::TreePop(); - } - - static void NodeWindow(ImGuiWindow* window, const char* label) - { - if (window == NULL) - { - ImGui::BulletText("%s: NULL", label); - return; - } - - ImGuiContext& g = *GImGui; - const bool is_active = window->WasActive; - ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; - if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - const bool open = ImGui::TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); - if (!is_active) { PopStyleColor(); } - if (ImGui::IsItemHovered() && is_active) - ImGui::GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); - if (!open) - return; - - if (window->MemoryCompacted) - ImGui::TextDisabled("Note: some memory buffers have been compacted/freed."); - - ImGuiWindowFlags flags = window->Flags; - NodeDrawList(window, window->DrawList, "DrawList"); - ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y); - ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, - (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", - (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", - (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); - ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); - ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); - ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); - ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); - ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); - if (!window->NavRectRel[0].IsInverted()) - ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); - else - ImGui::BulletText("NavRectRel[0]: "); - if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); - if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow"); - if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows"); - if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) - { - for (int n = 0; n < window->ColumnsStorage.Size; n++) - NodeColumns(&window->ColumnsStorage[n]); - ImGui::TreePop(); - } - NodeStorage(&window->StateStorage, "Storage"); - ImGui::TreePop(); - } - - static void NodeWindowSettings(ImGuiWindowSettings* settings) - { - ImGui::Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", - settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); - } - - static void NodeTabBar(ImGuiTabBar* tab_bar) - { - // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. - char buf[256]; - char* p = buf; - const char* buf_end = buf + IM_ARRAYSIZE(buf); - const bool is_active = (tab_bar->PrevFrameVisible >= ImGui::GetFrameCount() - 2); - p += ImFormatString(p, buf_end - p, "Tab Bar 0x%08X (%d tabs)%s", tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); - IM_UNUSED(p); - if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - bool open = ImGui::TreeNode(tab_bar, "%s", buf); - if (!is_active) { PopStyleColor(); } - if (is_active && ImGui::IsItemHovered()) - { - ImDrawList* draw_list = ImGui::GetForegroundDrawList(); - draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); - draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); - draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); - } - if (open) - { - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - { - const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - ImGui::PushID(tab); - if (ImGui::SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); - if (ImGui::SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } ImGui::SameLine(); - ImGui::Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth); - ImGui::PopID(); + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } } - ImGui::TreePop(); + Unindent(); } } - static void NodeStorage(ImGuiStorage* storage, const char* label) - { - if (!ImGui::TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) - return; - for (int n = 0; n < storage->Data.Size; n++) - { - const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; - ImGui::BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. - } - ImGui::TreePop(); - } - }; + TreePop(); + } - // Tools - if (ImGui::TreeNode("Tools")) - { - // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. - if (ImGui::Button("Item Picker..")) - ImGui::DebugStartItemPicker(); - ImGui::SameLine(); - MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + // Windows + DebugNodeWindowsList(&g.Windows, "Windows"); + //DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder"); - ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); - ImGui::Checkbox("Show windows rectangles", &show_windows_rects); - ImGui::SameLine(); - ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count); - if (show_windows_rects && g.NavWindow) + // DrawLists + int drawlist_count = 0; + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) + drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) { - ImGui::BulletText("'%s':", g.NavWindow->Name); - ImGui::Indent(); - for (int rect_n = 0; rect_n < WRT_Count; rect_n++) - { - ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); - ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); - } - ImGui::Unindent(); + ImGuiViewportP* viewport = g.Viewports[viewport_i]; + for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) + for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) + DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); } - ImGui::Checkbox("Show mesh when hovering ImDrawCmd", &show_drawcmd_mesh); - ImGui::Checkbox("Show bounding boxes when hovering ImDrawCmd", &show_drawcmd_aabb); - ImGui::TreePop(); + TreePop(); } - // Contents - Funcs::NodeWindows(g.Windows, "Windows"); - //Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder"); - if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { - for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) - Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); - ImGui::TreePop(); + Indent(GetTreeNodeToLabelSpacing()); + RenderViewportsThumbnails(); + Unindent(GetTreeNodeToLabelSpacing()); + for (int i = 0; i < g.Viewports.Size; i++) + DebugNodeViewport(g.Viewports[i]); + TreePop(); } // Details for Popups - if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { for (int i = 0; i < g.OpenPopupStack.Size; i++) { ImGuiWindow* window = g.OpenPopupStack[i].Window; - ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); + BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); } - ImGui::TreePop(); + TreePop(); } // Details for TabBars - if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) { - for (int n = 0; n < g.TabBars.GetSize(); n++) - Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); - ImGui::TreePop(); + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); } // Details for Tables - IM_UNUSED(trt_rects_names); - IM_UNUSED(show_tables_rects); - IM_UNUSED(show_tables_rect_type); -#ifdef IMGUI_HAS_TABLE - if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts +#ifndef IMGUI_DISABLE_DEMO_WINDOWS + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) { - for (int n = 0; n < g.Tables.GetSize(); n++) - Funcs::NodeTable(g.Tables.GetByIndex(n)); - ImGui::TreePop(); + ShowFontAtlas(atlas); + TreePop(); } -#endif // #ifdef IMGUI_HAS_TABLE +#endif // Details for Docking #ifdef IMGUI_HAS_DOCK - if (ImGui::TreeNode("Dock nodes")) + if (TreeNode("Docking")) { - ImGui::TreePop(); + TreePop(); } #endif // #ifdef IMGUI_HAS_DOCK // Settings - if (ImGui::TreeNode("Settings")) - { - if (ImGui::SmallButton("Clear")) - ImGui::ClearIniSettings(); - ImGui::SameLine(); - if (ImGui::SmallButton("Save to memory")) - ImGui::SaveIniSettingsToMemory(); - ImGui::SameLine(); - if (ImGui::SmallButton("Save to disk")) - ImGui::SaveIniSettingsToDisk(g.IO.IniFilename); - ImGui::SameLine(); + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); if (g.IO.IniFilename) - ImGui::Text("\"%s\"", g.IO.IniFilename); + Text("\"%s\"", g.IO.IniFilename); else - ImGui::TextUnformatted(""); - ImGui::Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); - if (ImGui::TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + TextUnformatted(""); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) { for (int n = 0; n < g.SettingsHandlers.Size; n++) - ImGui::BulletText("%s", g.SettingsHandlers[n].TypeName); - ImGui::TreePop(); + BulletText("%s", g.SettingsHandlers[n].TypeName); + TreePop(); } - if (ImGui::TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) { for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - Funcs::NodeWindowSettings(settings); - ImGui::TreePop(); + DebugNodeWindowSettings(settings); + TreePop(); } -#ifdef IMGUI_HAS_TABLE - if (ImGui::TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) { for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) - Funcs::NodeTableSettings(settings); - ImGui::TreePop(); + DebugNodeTableSettings(settings); + TreePop(); } -#endif // #ifdef IMGUI_HAS_TABLE #ifdef IMGUI_HAS_DOCK #endif // #ifdef IMGUI_HAS_DOCK - if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) { - ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly); - ImGui::TreePop(); + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); } - ImGui::TreePop(); + TreePop(); } // Misc Details - if (ImGui::TreeNode("Internal state")) - { - const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); - - ImGui::Text("WINDOWING"); - ImGui::Indent(); - ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); - ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); - ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); - ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); - ImGui::Unindent(); - - ImGui::Text("ITEMS"); - ImGui::Indent(); - ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); - ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not - ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); - ImGui::Unindent(); - - ImGui::Text("NAV,FOCUS"); - ImGui::Indent(); - ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); - ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); - ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); - ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); - ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); - ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); - ImGui::Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); - ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); - ImGui::Unindent(); - - ImGui::TreePop(); + if (TreeNode("Internal state")) + { + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); + + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); } // Overlay: Display windows Rectangles and Begin Order - if (show_windows_rects || show_windows_begin_order) + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) { for (int n = 0; n < g.Windows.Size; n++) { @@ -10804,32 +11240,48 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (!window->WasActive) continue; ImDrawList* draw_list = GetForegroundDrawList(window); - if (show_windows_rects) + if (cfg->ShowWindowsRects) { - ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type); + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); } - if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) { char buf[32]; ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); - float font_size = ImGui::GetFontSize(); + float font_size = GetFontSize(); draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); } } } -#ifdef IMGUI_HAS_TABLE // Overlay: Display Tables Rectangles - if (show_tables_rects) + if (cfg->ShowTablesRects) { - for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { - ImGuiTable* table = g.Tables.GetByIndex(table_n); + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } } } -#endif // #ifdef IMGUI_HAS_TABLE #ifdef IMGUI_HAS_DOCK // Overlay: Display Docking info @@ -10838,12 +11290,419 @@ void ImGui::ShowMetricsWindow(bool* p_open) } #endif // #ifdef IMGUI_HAS_DOCK - ImGui::End(); + End(); +} + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (int column_n = 0; column_n < columns->Columns.Size; column_n++) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); + TreePop(); +} + +// [DEBUG] Display contents of ImDrawList +void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + if (window && IsItemHovered()) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, + pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note than the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (glyph) + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) + { + BeginTooltip(); + Text("Codepoint: U+%04X", base + n); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (int n = 0; n < storage->Data.Size; n++) + { + const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + IM_UNUSED(p); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("viewport0", "Viewport #%d", 0)) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y); + BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags, + (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : ""); + for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) + for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) + DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) + { + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + continue; + } + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + if (IsItemHovered()) + GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255)); + } + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (int n = 0; n < window->ColumnsStorage.Size; n++) + DebugNodeColumns(&window->ColumnsStorage[n]); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + Text("(In front-to-back order:)"); + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); } #else -void ImGui::ShowMetricsWindow(bool*) { } +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} #endif diff --git a/Evolve_goldberg/ImGui/imgui.h b/Evolve_goldberg/ImGui/imgui.h index 798ae06..275f6c8 100644 --- a/Evolve_goldberg/ImGui/imgui.h +++ b/Evolve_goldberg/ImGui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.79 +// dear imgui, v1.84 WIP // (headers) // Help: @@ -11,33 +11,34 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues +// - Discussions https://github.com/ocornut/imgui/discussions /* Index of this file: -// Header mess -// Forward declarations and basic types -// ImGui API (Dear ImGui end-user API) -// Flags & Enumerations -// Memory allocations macros -// ImVector<> -// ImGuiStyle -// ImGuiIO -// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) -// Obsolete functions -// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) -// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Helpers: Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] Obsolete functions and types */ #pragma once -// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename) +// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system') #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif @@ -48,7 +49,7 @@ Index of this file: #ifndef IMGUI_DISABLE //----------------------------------------------------------------------------- -// Header mess +// [SECTION] Header mess //----------------------------------------------------------------------------- // Includes @@ -59,12 +60,13 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.79" -#define IMGUI_VERSION_NUM 17900 +#define IMGUI_VERSION "1.84 WIP" +#define IMGUI_VERSION_NUM 18304 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) +#define IMGUI_HAS_TABLE // Define attributes of all API symbols declarations (e.g. for DLL under Windows) -// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) // Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) #ifndef IMGUI_API #define IMGUI_API @@ -78,22 +80,40 @@ Index of this file: #include #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif -#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) -#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 +#else +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. +#endif + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) #endif -#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! -#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. -#if (__cplusplus >= 201100) -#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) #else -#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" @@ -102,12 +122,12 @@ Index of this file: #endif #elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- -// Forward declarations and basic types +// [SECTION] Forward declarations and basic types //----------------------------------------------------------------------------- // Forward declarations @@ -120,6 +140,7 @@ struct ImDrawListSplitter; // Helper to split a draw list into differen struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). struct ImFontConfig; // Configuration data when adding a font or merging fonts struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data @@ -133,8 +154,11 @@ struct ImGuiPayload; // User data payload for drag and drop opera struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiStorage; // Helper for key->value storage struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! @@ -148,9 +172,11 @@ typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. -typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() @@ -167,18 +193,24 @@ typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: f typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() // Other types #ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] -typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. +typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. #endif typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. -typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); -typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() -// Decoded character types +// Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. @@ -208,6 +240,7 @@ typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) #endif // 2D vector (often used to store positions or sizes) +IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { float x, y; @@ -223,24 +256,26 @@ struct ImVec2 // 4D vector (often used to store floating-point colors) struct ImVec4 { - float x, y, z, w; - ImVec4() { x = y = z = w = 0.0f; } + float x, y, z, w; + ImVec4() { x = y = z = w = 0.0f; } ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } #ifdef IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- -// ImGui: Dear ImGui end-user API -// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- namespace ImGui { // Context creation and access - // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. - // None of those functions is reliant on the current context. + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); @@ -251,23 +286,23 @@ namespace ImGui IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! - IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. // Demo, Debug, Information - IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. - IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). - IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION) + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) // Styles IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) - IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style // Windows // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. @@ -288,7 +323,10 @@ namespace ImGui // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. - // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API void EndChild(); @@ -324,20 +362,21 @@ namespace ImGui IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. // Content region - // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. + // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates IMGUI_API float GetWindowContentRegionWidth(); // // Windows Scrolling - IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] - IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] - IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] - IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. @@ -346,31 +385,33 @@ namespace ImGui // Parameters stacks (shared) IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font IMGUI_API void PopFont(); - IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); IMGUI_API void PopStyleColor(int count = 1); - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). IMGUI_API void PopStyleVar(int count = 1); - IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. - IMGUI_API ImFont* GetFont(); // get current font - IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied - IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API - IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier - IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied - IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopAllowKeyboardFocus(); + IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. + IMGUI_API void PopButtonRepeat(); // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). IMGUI_API void PopItemWidth(); - IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PopTextWrapPos(); - IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets - IMGUI_API void PopAllowKeyboardFocus(); - IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. - IMGUI_API void PopButtonRepeat(); + + // Style read access + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. // Cursor / Layout // - By "cursor" we mean the current output position. @@ -384,8 +425,8 @@ namespace ImGui IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. IMGUI_API void Spacing(); // add vertical spacing. IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. - IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 - IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 IMGUI_API void BeginGroup(); // lock horizontal starting position IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) @@ -395,8 +436,8 @@ namespace ImGui IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) IMGUI_API void SetCursorPosY(float local_y); // IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) IMGUI_API float GetTextLineHeight(); // ~ FontSize IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) @@ -444,15 +485,16 @@ namespace ImGui IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer - IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL); + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses // Widgets: Combo Box // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. - // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); @@ -480,8 +522,8 @@ namespace ImGui IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Regular Sliders // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. @@ -522,14 +564,14 @@ namespace ImGui IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); - // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); - IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for details, return true when pressed. + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. // Widgets: Trees @@ -549,7 +591,7 @@ namespace ImGui IMGUI_API void TreePop(); // ~ Unindent()+PopId() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). - IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. // Widgets: Selectables @@ -559,14 +601,18 @@ namespace ImGui IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. // Widgets: List Boxes - // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. + // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. + // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); - IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. - IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " - IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); @@ -583,17 +629,18 @@ namespace ImGui // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! - IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips - // - Tooltip are windows following the mouse which do not take focus away. + // - Tooltip are windows following the mouse. They do not take focus away. IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). IMGUI_API void EndTooltip(); IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). @@ -619,28 +666,86 @@ namespace ImGui // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). - IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. // Popups: open+begin combined functions helpers // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. // - They are convenient to easily create context menus, hence the name. // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. - IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). - // Popups: test function + // Popups: query functions // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. - // Columns + // Tables + // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. + // - See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(). + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every columns is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // -------------------------------------------------------------------------------------------------------- + // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // -------------------------------------------------------------------------------------------------------- + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + // Tables: Sorting + // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed + // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may + // wastefully sort your data every frame! + // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). + // Tables: Miscellaneous functions + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change enabled/disabled state of a column, set to false to hide the column. Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (2020: prefer using Tables!) // - You can also use SameLine(pos_x) to mimic simplified columns. - // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) - // - There is a maximum of 64 columns. - // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957). IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index @@ -666,11 +771,14 @@ namespace ImGui IMGUI_API void LogFinish(); // stop logging (close file, etc.) IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); // Drag and Drop - // - [BETA API] API may evolve! - // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement) - IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() @@ -679,6 +787,7 @@ namespace ImGui IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); IMGUI_API void PopClipRect(); @@ -687,13 +796,13 @@ namespace ImGui IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. - // Item/Widgets Utilities - // - Most of the functions are referring to the last/previous item we submitted. + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? - IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). @@ -708,6 +817,12 @@ namespace ImGui IMGUI_API ImVec2 GetItemRectSize(); // get size of last item IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. @@ -733,7 +848,7 @@ namespace ImGui IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); // Inputs Utilities: Keyboard - // - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[]. + // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. @@ -776,19 +891,22 @@ namespace ImGui IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Debug Utilities + // - This is used by the IMGUI_CHECKVERSION() macro. IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators - // - All those functions are not reliant on the current context. - // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. - IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); } // namespace ImGui //----------------------------------------------------------------------------- -// Flags & Enumerations +// [SECTION] Flags & Enumerations //----------------------------------------------------------------------------- // Flags for ImGui::Begin() @@ -828,8 +946,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() // [Obsolete] - //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows. - //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) }; // Flags for ImGui::InputText() @@ -849,16 +966,18 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally - ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) - // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +#endif }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() @@ -866,7 +985,7 @@ enum ImGuiTreeNodeFlags_ { ImGuiTreeNodeFlags_None = 0, ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected - ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) @@ -961,6 +1080,149 @@ enum ImGuiTabItemFlags_ ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons) }; +// Flags for ImGui::BeginTable() +// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! +// - Important! Sizing policies have complex and subtle side effects, more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 + //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01 +#endif +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 4, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 5, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 6, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 7, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 8, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 9, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 10, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 12, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents. +#endif +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) +}; + // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { @@ -1038,6 +1300,14 @@ enum ImGuiDir_ ImGuiDir_COUNT }; +// A sorting direction +enum ImGuiSortDirection_ +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array enum ImGuiKey_ { @@ -1066,7 +1336,7 @@ enum ImGuiKey_ ImGuiKey_COUNT }; -// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end) +// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend) enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, @@ -1078,8 +1348,8 @@ enum ImGuiKeyModFlags_ // Gamepad/Keyboard navigation // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. -// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). -// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets. enum ImGuiNavInput_ { // Gamepad Mapping @@ -1116,25 +1386,25 @@ enum ImGuiConfigFlags_ { ImGuiConfigFlags_None = 0, ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. - ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad. - ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. - ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end. - ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. - // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. }; -// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. enum ImGuiBackendFlags_ { ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1182,6 +1452,11 @@ enum ImGuiCol_ ImGuiCol_PlotLinesHovered, ImGuiCol_PlotHistogram, ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) ImGuiCol_TextSelectedBg, ImGuiCol_DragDropTarget, ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item @@ -1189,12 +1464,6 @@ enum ImGuiCol_ ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active ImGuiCol_COUNT - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] - //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors. -#endif }; // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. @@ -1223,6 +1492,7 @@ enum ImGuiStyleVar_ ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding ImGuiStyleVar_GrabMinSize, // float GrabMinSize @@ -1231,11 +1501,6 @@ enum ImGuiStyleVar_ ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_COUNT - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] -#endif }; // Flags for InvisibleButton() [extended in imgui_internal.h] @@ -1256,13 +1521,13 @@ enum ImGuiColorEditFlags_ { ImGuiColorEditFlags_None = 0, ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). - ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square. + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. - ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs) - ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square). + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). - ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) @@ -1325,7 +1590,7 @@ enum ImGuiMouseButton_ }; // Enumeration for GetMouseCursor() -// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here enum ImGuiMouseCursor_ { ImGuiMouseCursor_None = -1, @@ -1339,11 +1604,6 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. ImGuiMouseCursor_COUNT - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] -#endif }; // Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions @@ -1359,7 +1619,10 @@ enum ImGuiCond_ }; //----------------------------------------------------------------------------- -// Helpers: Memory allocations macros +// [SECTION] Helpers: Memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. // Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. @@ -1375,7 +1638,7 @@ inline void operator delete(void*, ImNewWrapper, void*) {} // This is only re template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } //----------------------------------------------------------------------------- -// Helper: ImVector<> +// ImVector<> // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). //----------------------------------------------------------------------------- // - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. @@ -1385,6 +1648,7 @@ template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p // Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- +IM_MSVC_RUNTIME_CHECKS_OFF template struct ImVector { @@ -1443,9 +1707,11 @@ struct ImVector inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- -// ImGuiStyle +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. @@ -1469,6 +1735,7 @@ struct ImGuiStyle float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). @@ -1487,10 +1754,10 @@ struct ImGuiStyle ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). - bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); @@ -1498,7 +1765,8 @@ struct ImGuiStyle }; //----------------------------------------------------------------------------- -// ImGuiIO +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- // Communicate most settings and inputs/outputs to Dear ImGui using this structure. // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. //----------------------------------------------------------------------------- @@ -1510,8 +1778,8 @@ struct ImGuiIO //------------------------------------------------------------------ ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. - ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end. - ImVec2 DisplaySize; // // Main display size, in pixels. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size) float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. @@ -1531,24 +1799,25 @@ struct ImGuiIO ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. // Miscellaneous options - bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. - bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) - bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) - bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. - float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. //------------------------------------------------------------------ // Platform Functions - // (the imgui_impl_xxxx back-end files are setting those up for you) + // (the imgui_impl_xxxx backend files are setting those up for you) //------------------------------------------------------------------ - // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. const char* BackendPlatformName; // = NULL const char* BackendRendererName; // = NULL - void* BackendPlatformUserData; // = NULL // User data for platform back-end - void* BackendRendererUserData; // = NULL // User data for renderer back-end - void* BackendLanguageUserData; // = NULL // User data for non C++ programming language back-end + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend // Optional: Access OS clipboard // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) @@ -1561,15 +1830,6 @@ struct ImGuiIO void (*ImeSetInputScreenPosFn)(int x, int y); void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! - // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. - void (*RenderDrawListsFn)(ImDrawData* data); -#else - // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h. - void* RenderDrawListsFnUnused; -#endif - //------------------------------------------------------------------ // Input - Fill before calling NewFrame() //------------------------------------------------------------------ @@ -1577,7 +1837,7 @@ struct ImGuiIO ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. - float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyShift; // Keyboard modifier pressed: Shift bool KeyAlt; // Keyboard modifier pressed: Alt @@ -1600,11 +1860,11 @@ struct ImGuiIO bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. + float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 int MetricsRenderWindows; // Number of visible windows @@ -1635,13 +1895,13 @@ struct ImGuiIO float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 - ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); }; //----------------------------------------------------------------------------- -// Misc data structures +// [SECTION] Misc data structures //----------------------------------------------------------------------------- // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. @@ -1714,60 +1974,32 @@ struct ImGuiPayload bool IsDelivery() const { return Delivery; } }; -//----------------------------------------------------------------------------- -// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) -// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. -//----------------------------------------------------------------------------- +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -namespace ImGui + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs { - // OBSOLETED in 1.79 (from August 2020) - static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! - // OBSOLETED in 1.78 (from June 2020) - // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. - // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); - static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } - static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } - static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } - static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } - // OBSOLETED in 1.77 (from June 2020) - static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } - // OBSOLETED in 1.72 (from April 2019) - static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } - // OBSOLETED in 1.71 (from June 2019) - static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } - // OBSOLETED in 1.70 (from May 2019) - static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } - // OBSOLETED in 1.69 (from Mar 2019) - static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } - // OBSOLETED in 1.66 (from Sep 2018) - static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } - // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) - static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } - // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) - IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'! - IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0); - // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) - static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } - static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } -} -typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent -typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; -#endif + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; //----------------------------------------------------------------------------- -// Helpers +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) //----------------------------------------------------------------------------- // Helper: Unicode defines @@ -1910,6 +2142,7 @@ struct ImGuiListClipper // [Internal] int ItemsCount; int StepNo; + int ItemsFrozen; float ItemsHeight; float StartPosY; @@ -1968,7 +2201,7 @@ struct ImColor }; //----------------------------------------------------------------------------- -// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- @@ -1983,13 +2216,13 @@ struct ImColor // A) Change your GPU render state, // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' -// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly. +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. #ifndef ImDrawCallback typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); #endif -// Special Draw callback value to request renderer back-end to reset the graphics/render state. -// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) @@ -1997,7 +2230,7 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c // Typically, 1 command = 1 GPU draw call (unless command is a callback) // - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, // those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. -// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. +// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields. // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { @@ -2010,10 +2243,13 @@ struct ImDrawCmd void* UserCallbackData; // 4-8 // The draw callback code can access this. ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } }; // Vertex index, default to 16-bit -// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end (recommended). +// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended). // To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; @@ -2035,22 +2271,31 @@ struct ImDrawVert IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif -// For use by ImDrawListSplitter. +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter struct ImDrawChannel { ImVector _CmdBuffer; ImVector _IdxBuffer; }; + // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. -// This is used by the Columns api, so items of each column can be batched together in a same draw call. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. struct ImDrawListSplitter { int _Current; // Current channel number (0) int _Count; // Number of active channels (1+) ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) - inline ImDrawListSplitter() { Clear(); } + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } inline ~ImDrawListSplitter() { ClearFreeMemory(); } inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame IMGUI_API void ClearFreeMemory(); @@ -2059,27 +2304,33 @@ struct ImDrawListSplitter IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; -enum ImDrawCornerFlags_ +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ { - ImDrawCornerFlags_None = 0, - ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 - ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 - ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 - ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 - ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 - ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC - ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 - ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA - ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone }; -// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. // It is however possible to temporarily alter flags between calls to ImDrawList:: functions. enum ImDrawListFlags_ { ImDrawListFlags_None = 0, ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require back-end to render with bilinear filtering. + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering. ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; @@ -2090,7 +2341,8 @@ enum ImDrawListFlags_ // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. -// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. struct ImDrawList { @@ -2101,19 +2353,20 @@ struct ImDrawList ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging - unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImVector _ClipRectStack; // [Internal] ImVector _TextureIdStack; // [Internal] ImVector _Path; // [Internal] current path building - ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; } + ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } ~ImDrawList() { _ClearFreeMemory(); } IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) @@ -2131,8 +2384,8 @@ struct ImDrawList // In future versions we will use textures to provide cheaper and higher-quality circles. // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round - IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); @@ -2144,9 +2397,10 @@ struct ImDrawList IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. - IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) // Image primitives // - Read FAQ to understand what ImTextureID is. @@ -2154,18 +2408,19 @@ struct ImDrawList // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. - inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } - IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); - IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. @@ -2194,6 +2449,11 @@ struct ImDrawList inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } + inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } +#endif + // [Internal helpers] IMGUI_API void _ResetForNewFrame(); IMGUI_API void _ClearFreeMemory(); @@ -2201,6 +2461,9 @@ struct ImDrawList IMGUI_API void _OnChangedClipRect(); IMGUI_API void _OnChangedTextureID(); IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); }; // All draw data to render a Dear ImGui frame @@ -2209,24 +2472,23 @@ struct ImDrawList struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. int CmdListsCount; // Number of ImDrawList* to render int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size - ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) - ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. // Functions - ImDrawData() { Valid = false; Clear(); } - ~ImDrawData() { Clear(); } - void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! + ImDrawData() { Clear(); } + void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; //----------------------------------------------------------------------------- -// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- struct ImFontConfig @@ -2236,8 +2498,8 @@ struct ImFontConfig bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. @@ -2245,7 +2507,7 @@ struct ImFontConfig float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. - unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. @@ -2260,8 +2522,9 @@ struct ImFontConfig // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { - unsigned int Codepoint : 31; // 0x0000..0xFFFF - unsigned int Visible : 1; // Flag to allow early out when rendering + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) float X0, Y0, X1, Y1; // Glyph corners float U0, V0, U1, V1; // Texture coordinates @@ -2357,7 +2620,7 @@ struct ImFontAtlas // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters - IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters @@ -2369,11 +2632,12 @@ struct ImFontAtlas //------------------------------------------- // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. - // After calling Build(), you can query the rectangle position and render your pixels. - // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), - // so you can render e.g. custom colorful icons and use them as regular glyphs. - // Read docs/FONTS.md for more details about using colorful icons. - // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. IMGUI_API int AddCustomRectRegular(int width, int height); IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } @@ -2386,14 +2650,15 @@ struct ImFontAtlas // Members //------------------------------------------- - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. // [Internal] // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 int TexWidth; // Texture width calculated during Build(). @@ -2405,6 +2670,10 @@ struct ImFontAtlas ImVector ConfigData; // Configuration data ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + // [Internal] Packing data int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines @@ -2468,12 +2737,113 @@ struct ImFont IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.81 (from February 2021) + IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items + static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + static inline void ListBoxFooter() { EndListBox(); } + // OBSOLETED in 1.79 (from August 2020) + static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + // OBSOLETED in 1.78 (from June 2020) + // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. + // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); + static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } + static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } + static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } + static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } + // OBSOLETED in 1.77 (from June 2020) + static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } + // OBSOLETED in 1.72 (from April 2019) + static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } + // OBSOLETED in 1.71 (from June 2019) + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } + // OBSOLETED in 1.70 (from May 2019) + static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } + // OBSOLETED in 1.69 (from Mar 2019) + static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } +} + +// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +typedef ImDrawFlags ImDrawCornerFlags; +enum ImDrawCornerFlags_ +{ + ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit + ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). + ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. + ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. + ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. + ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 + ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, + ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, + ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight +}; + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//----------------------------------------------------------------------------- + #if defined(__clang__) #pragma clang diagnostic pop #elif defined(__GNUC__) #pragma GCC diagnostic pop #endif +#ifdef _MSC_VER +#pragma warning (pop) +#endif + // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" diff --git a/Evolve_goldberg/ImGui/imgui_draw.cpp b/Evolve_goldberg/ImGui/imgui_draw.cpp index c491cd2..190c4c7 100644 --- a/Evolve_goldberg/ImGui/imgui_draw.cpp +++ b/Evolve_goldberg/ImGui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.79 +// dear imgui, v1.84 WIP // (drawing and font code) /* @@ -32,7 +32,11 @@ Index of this file: #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif + #include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif #include // vsnprintf, sscanf, printf #if !defined(alloca) @@ -50,9 +54,12 @@ Index of this file: // Visual Studio warnings #ifdef _MSC_VER -#pragma warning (disable: 4127) // condition expression is constant -#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) -#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #endif // Clang/GCC warnings with -Weverything @@ -60,6 +67,9 @@ Index of this file: #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif +#if __has_warning("-Walloca") +#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged +#endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. @@ -98,6 +108,9 @@ namespace IMGUI_STB_NAMESPACE #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. #endif #if defined(__clang__) @@ -115,7 +128,7 @@ namespace IMGUI_STB_NAMESPACE #endif #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) -#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit #define STBRP_STATIC #define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) #define STBRP_SORT ImQsort @@ -128,8 +141,9 @@ namespace IMGUI_STB_NAMESPACE #endif #endif +#ifdef IMGUI_ENABLE_STB_TRUETYPE #ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) -#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit #define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) #define STBTT_free(x,u) ((void)(u), IM_FREE(x)) #define STBTT_assert(x) do { IM_ASSERT(x); } while(0) @@ -137,7 +151,7 @@ namespace IMGUI_STB_NAMESPACE #define STBTT_sqrt(x) ImSqrt(x) #define STBTT_pow(x,y) ImPow(x,y) #define STBTT_fabs(x) ImFabs(x) -#define STBTT_ifloor(x) ((int)ImFloorStd(x)) +#define STBTT_ifloor(x) ((int)ImFloorSigned(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION @@ -150,6 +164,7 @@ namespace IMGUI_STB_NAMESPACE #include "imstb_truetype.h" #endif #endif +#endif // IMGUI_ENABLE_STB_TRUETYPE #if defined(__GNUC__) #pragma GCC diagnostic pop @@ -207,7 +222,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); @@ -219,6 +234,11 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); @@ -234,7 +254,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.70f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); @@ -262,7 +282,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); @@ -274,6 +294,11 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; @@ -318,7 +343,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); @@ -330,6 +355,11 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; @@ -344,34 +374,28 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) ImDrawListSharedData::ImDrawListSharedData() { - Font = NULL; - FontSize = 0.0f; - CurveTessellationTol = 0.0f; - CircleSegmentMaxError = 0.0f; - ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); - InitialFlags = ImDrawListFlags_None; - - // Lookup tables + memset(this, 0, sizeof(*this)); for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) { const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); } - memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError() - TexUvLines = NULL; + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } -void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) { if (CircleSegmentMaxError == max_error) return; + + IM_ASSERT(max_error > 0.0f); CircleSegmentMaxError = max_error; for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) { - const float radius = i + 1.0f; - const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError); - CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255); + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } // Initialize before use in a new frame. We always have a command ready in the buffer. @@ -396,6 +420,7 @@ void ImDrawList::_ResetForNewFrame() _Path.resize(0); _Splitter.Clear(); CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; } void ImDrawList::_ClearFreeMemory() @@ -527,6 +552,16 @@ void ImDrawList::_OnChangedVtxOffset() curr_cmd->VtxOffset = _CmdHeader.VtxOffset; } +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) { @@ -659,24 +694,26 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. // Those macros expects l-values. -#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) -#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0) +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } while (0) // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. -void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness) +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) { if (points_count < 2) return; + const bool closed = (flags & ImDrawFlags_Closed) != 0; const ImVec2 opaque_uv = _Data->TexUvWhitePixel; const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw - const bool thick_line = (thickness > 1.0f); + const bool thick_line = (thickness > _FringeScale); if (Flags & ImDrawListFlags_AntiAliasedLines) { // Anti-aliased stroke - const float AA_SIZE = 1.0f; + const float AA_SIZE = _FringeScale; const ImU32 col_trans = col & ~IM_COL32_A_MASK; // Thicknesses <1.0 should behave like thickness 1.0 @@ -687,7 +724,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 // Do we want to draw this line using a texture? // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. // - If AA_SIZE is not 1.0f we cannot use the texture path. - const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f); + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); @@ -784,14 +821,14 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 { // If we're using textures we only need to emit the left/right edge vertices ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; - if (fractional_thickness != 0.0f) + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! { const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; - } + }*/ ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); for (int i = 0; i < points_count; i++) @@ -929,7 +966,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun if (Flags & ImDrawListFlags_AntiAliasedFill) { // Anti-aliased Fill - const float AA_SIZE = 1.0f; + const float AA_SIZE = _FringeScale; const ImU32 col_trans = col & ~IM_COL32_A_MASK; const int idx_count = (points_count - 2)*3 + points_count * 6; const int vtx_count = (points_count * 2); @@ -1000,32 +1037,101 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } } -void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) { - if (radius == 0.0f || a_min_of_12 > a_max_of_12) + if (radius <= 0.0f) { _Path.push_back(center); return; } - // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12, - // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise. -#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1 - a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; - a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; -#endif + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); - _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); - for (int a = a_min_of_12; a <= a_max_of_12; a++) + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) { - const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)]; - _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); } -void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius == 0.0f) + if (radius <= 0.0f) { _Path.push_back(center); return; @@ -1041,23 +1147,93 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa } } -ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius <= 0.0f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius <= 0.0f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f; + const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) { float u = 1.0f - t; - float w1 = u*u*u; - float w2 = 3*u*u*t; - float w3 = 3*u*t*t; - float w4 = t*t*t; - return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y); + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); } -// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp -static void PathBezierToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; float dy = y4 - y1; - float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); - float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; d2 = (d2 >= 0) ? d2 : -d2; d3 = (d3 >= 0) ? d3 : -d3; if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) @@ -1066,38 +1242,106 @@ static void PathBezierToCasteljau(ImVector* path, float x1, float y1, fl } else if (level < 10) { - float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; - float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; - float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; - float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; - float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; - float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; - PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); - PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); } } -void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) { ImVec2 p1 = _Path.back(); if (num_segments == 0) { - PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated } else { float t_step = 1.0f / (float)num_segments; for (int i_step = 1; i_step <= num_segments; i_step++) - _Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step)); + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); } } -void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) +IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + // ~0 --> ImDrawFlags_RoundCornersAll or 0 + if (flags == ~0) + return ImDrawFlags_RoundCornersAll; + + // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) + // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) + // 0x02 --> ImDrawFlags_RoundCornersTopRight + // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight + // 0x04 --> ImDrawFlags_RoundCornersBotLeft + // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft + // ... + // 0x0F --> ImDrawFlags_RoundCornersAll or 0 + // (See all values in ImDrawCornerFlags_) + if (flags >= 0x01 && flags <= 0x0F) + return (flags << 4); + + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + + // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc... + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) { - rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); - rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); - if (rounding <= 0.0f || rounding_corners == 0) + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PathLineTo(a); PathLineTo(ImVec2(b.x, a.y)); @@ -1106,10 +1350,10 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr } else { - const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f; - const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f; - const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f; - const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f; + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); @@ -1123,35 +1367,35 @@ void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float th return; PathLineTo(p1 + ImVec2(0.5f, 0.5f)); PathLineTo(p2 + ImVec2(0.5f, 0.5f)); - PathStroke(col, false, thickness); + PathStroke(col, 0, thickness); } // p_min = upper-left, p_max = lower-right // Note we don't render 1 pixels sized rectangles properly. -void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, rounding_corners); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); else - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. - PathStroke(col, true, thickness); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding > 0.0f) + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { - PathRect(p_min, p_max, rounding, rounding_corners); - PathFillConvex(col); + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); } else { - PrimReserve(6, 4); - PrimRect(p_min, p_max, col); + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); } } @@ -1180,7 +1424,7 @@ void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, c PathLineTo(p2); PathLineTo(p3); PathLineTo(p4); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) @@ -1203,7 +1447,7 @@ void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p PathLineTo(p1); PathLineTo(p2); PathLineTo(p3); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) @@ -1226,11 +1470,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu if (num_segments <= 0) { // Automatic segment count - const int radius_idx = (int)radius - 1; - if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) - num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value - else - num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + num_segments = _CalcCircleAutoSegmentCount(radius); } else { @@ -1244,7 +1484,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu PathArcToFast(center, radius - 0.5f, 0, 12 - 1); else PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) @@ -1256,11 +1496,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, if (num_segments <= 0) { // Automatic segment count - const int radius_idx = (int)radius - 1; - if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) - num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value - else - num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + num_segments = _CalcCircleAutoSegmentCount(radius); } else { @@ -1286,7 +1522,7 @@ void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_ // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } // Guaranteed to honor 'num_segments' @@ -1302,14 +1538,25 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in } // Cubic Bezier takes 4 controls points -void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) return; PathLineTo(p1); - PathBezierCurveTo(p2, p3, p4, num_segments); - PathStroke(col, false, thickness); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); } void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) @@ -1378,23 +1625,24 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, con PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) + flags = FixRectCornerFlags(flags); + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } - const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; - PathRect(p_min, p_max, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, flags); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); @@ -1426,10 +1674,14 @@ void ImDrawListSplitter::ClearFreeMemory() void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) { + IM_UNUSED(draw_list); IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); int old_channels_count = _Channels.Size; if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable _Channels.resize(channels_count); + } _Count = channels_count; // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer @@ -1447,12 +1699,6 @@ void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) _Channels[i]._CmdBuffer.resize(0); _Channels[i]._IdxBuffer.resize(0); } - if (_Channels[i]._CmdBuffer.Size == 0) - { - ImDrawCmd draw_cmd; - ImDrawCmd_HeaderCopy(&draw_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset - _Channels[i]._CmdBuffer.push_back(draw_cmd); - } } } @@ -1542,8 +1788,10 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; // If current command is used with different settings we need to add a new command - ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount == 0) + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); @@ -1647,25 +1895,13 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve ImFontConfig::ImFontConfig() { - FontData = NULL; - FontDataSize = 0; + memset(this, 0, sizeof(*this)); FontDataOwnedByAtlas = true; - FontNo = 0; - SizePixels = 0.0f; OversampleH = 3; // FIXME: 2 may be a better default? OversampleV = 1; - PixelSnapH = false; - GlyphExtraSpacing = ImVec2(0.0f, 0.0f); - GlyphOffset = ImVec2(0.0f, 0.0f); - GlyphRanges = NULL; - GlyphMinAdvanceX = 0.0f; GlyphMaxAdvanceX = FLT_MAX; - MergeMode = false; - RasterizerFlags = 0x00; RasterizerMultiply = 1.0f; EllipsisChar = (ImWchar)-1; - memset(Name, 0, sizeof(Name)); - DstFont = NULL; } //----------------------------------------------------------------------------- @@ -1722,17 +1958,8 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3 ImFontAtlas::ImFontAtlas() { - Locked = false; - Flags = ImFontAtlasFlags_None; - TexID = (ImTextureID)NULL; - TexDesiredWidth = 0; + memset(this, 0, sizeof(*this)); TexGlyphPadding = 1; - - TexPixelsAlpha8 = NULL; - TexPixelsRGBA32 = NULL; - TexWidth = TexHeight = 0; - TexUvScale = ImVec2(0.0f, 0.0f); - TexUvWhitePixel = ImVec2(0.0f, 0.0f); PackIdMouseCursors = PackIdLines = -1; } @@ -1773,6 +2000,7 @@ void ImFontAtlas::ClearTexData() IM_FREE(TexPixelsRGBA32); TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; } void ImFontAtlas::ClearFonts() @@ -2018,7 +2246,26 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou bool ImFontAtlas::Build() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - return ImFontAtlasBuildWithStbTruetype(this); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); } void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) @@ -2038,6 +2285,7 @@ void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsig data[i] = table[data[i]]; } +#ifdef IMGUI_ENABLE_STB_TRUETYPE // Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) // (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) struct ImFontBuildSrcData @@ -2075,7 +2323,7 @@ static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out->push_back((int)(((it - it_begin) << 5) + bit_n)); } -bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { IM_ASSERT(atlas->ConfigData.Size > 0); @@ -2108,10 +2356,11 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) if (cfg.DstFont == atlas->Fonts[output_i]) src_tmp.DstIndex = output_i; - IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? return false; - + } // Initialize helper structure for font loading and verify that the TTF/OTF data is correct const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); @@ -2327,6 +2576,15 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) return true; } +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { if (!font_config->MergeMode) @@ -2369,7 +2627,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa } } -void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) { IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); @@ -2379,6 +2637,16 @@ void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int x, int y, out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; } +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); @@ -2391,15 +2659,30 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); const int x_for_white = r->X; const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); - ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } } else { // Render 4 white pixels IM_ASSERT(r->Width == 2 && r->Height == 2); const int offset = (int)r->X + (int)r->Y * w; - atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } } atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); } @@ -2422,10 +2705,30 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) // Write each slice IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels - unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; - memset(write_ptr, 0x00, pad_left); - memset(write_ptr + pad_left, 0xFF, line_width); - memset(write_ptr + pad_left + line_width, 0x00, pad_right); + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32_BLACK_TRANS; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS; + } // Calculate UVs for this line ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; @@ -2460,7 +2763,7 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas) void ImFontAtlasBuildFinish(ImFontAtlas* atlas) { // Render into our custom data blocks - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); ImFontAtlasBuildRenderDefaultTexData(atlas); ImFontAtlasBuildRenderLinesTexData(atlas); @@ -2622,45 +2925,76 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() { - // 1946 common ideograms code points for Japanese - // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering - // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this. + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from the character information database of the Information-technology Promotion Agency, Japan + // - https://mojikiban.ipa.go.jp/mji/ + // - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP). + // - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en + // - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) static const short accumulative_offsets_from_0x4E00[] = { - 0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18, - 5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15, - 2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1, - 2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12, - 20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9, - 4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3, - 3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23, - 8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2, - 3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14, - 15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5, - 1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12, - 12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16, - 22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2, - 5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2, - 1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7, - 1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14, - 11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25, - 15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18, - 5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5, - 3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15, - 18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1, - 27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4, - 1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41, - 1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2, - 10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159, - 179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6, - 3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1, - 3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2, - 3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16, - 4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2, - 1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65, - 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39, + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, }; static ImWchar base_ranges[] = // not zero-terminated { @@ -2911,6 +3245,7 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, floa ImFontGlyph& glyph = Glyphs.back(); glyph.Codepoint = (unsigned int)codepoint; glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; glyph.X0 = x0; glyph.Y0 = y0; glyph.X1 = x1; @@ -3156,11 +3491,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons return text_size; } +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const { const ImFontGlyph* glyph = FindGlyph(c); if (!glyph || !glyph->Visible) return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; pos.x = IM_FLOOR(pos.x); pos.y = IM_FLOOR(pos.y); @@ -3168,6 +3506,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) @@ -3223,6 +3562,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col ImDrawIdx* idx_write = draw_list->_IdxWritePtr; unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + while (s < text_end) { if (word_wrap_enabled) @@ -3328,14 +3669,17 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col } } + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: { idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); - vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; - vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; - vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; - vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; vtx_write += 4; vtx_current_idx += 4; idx_write += 6; @@ -3418,7 +3762,7 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float draw_list->PathLineTo(ImVec2(bx - third, by - third)); draw_list->PathLineTo(ImVec2(bx, by)); draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); - draw_list->PathStroke(col, false, thickness); + draw_list->PathStroke(col, 0, thickness); } void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) @@ -3432,7 +3776,7 @@ void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, Im if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) { pos -= offset; - const ImTextureID tex_id = font_atlas->TexID; + ImTextureID tex_id = font_atlas->TexID; draw_list->PushTextureID(tex_id); draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); @@ -3530,27 +3874,29 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect const bool fill_R = (inner.Max.x < outer.Max.x); const bool fill_U = (inner.Min.y > outer.Min.y); const bool fill_D = (inner.Max.y < outer.Max.y); - if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft)); - if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight)); - if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight)); - if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight)); - if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft); - if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight); - if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft); - if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); } // Helper for ColorPicker4() // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. // FIXME: uses ImGui::GetColorU32 -void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) { + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) { - ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); - ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); - draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); int yi = 0; for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) @@ -3563,17 +3909,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); if (x2 <= x1) continue; - int rounding_corners_flags_cell = 0; - if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } - if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } - rounding_corners_flags_cell &= rounding_corners_flags; - draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); } } } else { - draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); } } diff --git a/Evolve_goldberg/ImGui/imgui_internal.h b/Evolve_goldberg/ImGui/imgui_internal.h index 470bf4e..9d03758 100644 --- a/Evolve_goldberg/ImGui/imgui_internal.h +++ b/Evolve_goldberg/ImGui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.79 +// dear imgui, v1.84 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -19,16 +19,19 @@ Index of this file: // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures // [SECTION] Columns support -// [SECTION] Settings support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Metrics, Debug +// [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) // [SECTION] ImGuiWindowTempData, ImGuiWindow // [SECTION] Tab bar, Tab item support // [SECTION] Table support -// [SECTION] Internal API -// [SECTION] Test Engine Hooks (imgui_test_engine) +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) */ @@ -48,10 +51,21 @@ Index of this file: #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX +// Enable SSE intrinsics if available +#if defined __SSE__ || defined __x86_64__ || defined _M_X64 +#define IMGUI_ENABLE_SSE +#include +#endif + // Visual Studio warnings #ifdef _MSC_VER #pragma warning (push) -#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif #endif // Clang/GCC warnings with -Weverything @@ -61,6 +75,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" @@ -81,6 +96,12 @@ Index of this file: #error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS #endif +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + //----------------------------------------------------------------------------- // [SECTION] Forward declarations //----------------------------------------------------------------------------- @@ -90,32 +111,40 @@ struct ImRect; // An axis-aligned rectangle (2 points) struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it -struct ImGuiColumnData; // Storage data for a single column -struct ImGuiColumns; // Storage data for a columns set struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only -struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings struct ImGuiWindow; // Storage for one window -struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical -typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() -typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests @@ -125,6 +154,8 @@ typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // F typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); + //----------------------------------------------------------------------------- // [SECTION] Context pointer // See implementation of this variable in imgui.cpp for comments and details. @@ -168,7 +199,7 @@ namespace ImStb #define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log // Static Asserts -#if (__cplusplus >= 201100) +#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") #else #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] @@ -197,6 +228,7 @@ namespace ImStb #define IM_NEWLINE "\n" #endif #define IM_TABSIZE (4) +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds @@ -209,6 +241,13 @@ namespace ImStb #define IMGUI_CDECL #endif +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + // Debug Tools // Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. #ifndef IM_DEBUG_BREAK @@ -239,15 +278,16 @@ namespace ImStb // - Helper: ImRect // - Helper: ImBitArray // - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> // - Helper: ImPool<> // - Helper: ImChunkStream<> //----------------------------------------------------------------------------- // Helpers: Hashing -IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); -IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] +static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] #endif // Helpers: Sorting @@ -258,6 +298,7 @@ IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); // Helpers: Bit manipulation static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } // Helpers: String, Formatting @@ -283,17 +324,19 @@ static inline bool ImCharIsBlankA(char c) { return c == ' ' || c = static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } // Helpers: UTF-8 <> wchar conversions -IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count -IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count -IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count -IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) -IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 -IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 // Helpers: ImVec2/ImVec4 operators // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) // We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. #ifdef IMGUI_DEFINE_MATH_OPERATORS +IM_MSVC_RUNTIME_CHECKS_OFF static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } @@ -309,6 +352,7 @@ static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Helpers: File System @@ -334,6 +378,7 @@ IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 coun IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); // Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) #ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS #define ImFabs(X) fabsf(X) @@ -344,16 +389,23 @@ IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* #define ImAcos(X) acosf(X) #define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtof(STR) atof(STR) -#define ImFloorStd(X) floorf(X) // We already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype) +//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() #define ImCeil(X) ceilf(X) static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision static inline double ImPow(double x, double y) { return pow(x, y); } static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } static inline float ImAbs(float x) { return fabsf(x); } static inline double ImAbs(double x) { return fabs(x); } static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } #endif // - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double // (Exceptionally using templates here but we could also redefine them for those types) @@ -374,19 +426,22 @@ static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } -static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } static inline float ImFloor(float f) { return (float)(int)(f); } +static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry -IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier -IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments -IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); @@ -396,6 +451,7 @@ IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); // Helper: ImVec1 (1D vector) // (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec1 { float x; @@ -428,6 +484,7 @@ struct IMGUI_API ImRect ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } float GetWidth() const { return Max.x - Min.x; } float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } ImVec2 GetTL() const { return Min; } // Top-left ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left @@ -448,23 +505,40 @@ struct IMGUI_API ImRect bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE // Helper: ImBitArray -inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } -inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } -inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } -inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) { + n2--; while (n <= n2) { int a_mod = (n & 31); - int b_mod = ((n2 >= n + 31) ? 31 : (n2 & 31)) + 1; + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); arr[n >> 5] |= mask; n = (n + 32) & ~31; } } +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct IMGUI_API ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } + void SetBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) +}; + // Helper: ImBitVector // Store 1-bit per value. struct IMGUI_API ImBitVector @@ -477,6 +551,57 @@ struct IMGUI_API ImBitVector void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } }; +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + // Helper: ImPool<> // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. @@ -487,26 +612,36 @@ struct IMGUI_API ImPool ImVector Buf; // Contiguous data ImGuiStorage Map; // ID->Index ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) - ImPool() { FreeIdx = 0; } + ImPool() { FreeIdx = AliveCount = 0; } ~ImPool() { Clear(); } T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } - void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; } - T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } - void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } - int GetSize() const { return Buf.Size; } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) +#endif }; // Helper: ImChunkStream<> // Build and iterate a contiguous stream of variable-sized structures. // This is used by Settings to store persistent data while reducing allocation count. -// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for) +// We store the chunk size first, and align the final size on 4 bytes boundaries. // The tedious/zealous amount of casting is to avoid -Wcast-align warnings. template struct IMGUI_API ImChunkStream @@ -516,13 +651,15 @@ struct IMGUI_API ImChunkStream void clear() { Buf.clear(); } bool empty() const { return Buf.Size == 0; } int size() const { return Buf.Size; } - T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } int chunk_size(const T* p) { return ((const int*)p)[-1]; } T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } + }; //----------------------------------------------------------------------------- @@ -530,14 +667,30 @@ struct IMGUI_API ImChunkStream //----------------------------------------------------------------------------- // ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. -#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +// +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 -#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) -// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path. -#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER -#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1 +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. #endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. // Data shared between all ImDrawList instances // You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. @@ -552,20 +705,22 @@ struct IMGUI_API ImDrawListSharedData ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) // [Internal] Lookup tables - ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas - ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead) + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas ImDrawListSharedData(); - void SetCircleSegmentMaxError(float max_error); + void SetCircleTessellationMaxError(float max_error); }; struct ImDrawDataBuilder { ImVector Layers[2]; // Global layers for: regular, tooltip - void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } - void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; } IMGUI_API void FlattenIntoSingleLayer(); }; @@ -585,31 +740,51 @@ enum ImGuiItemFlags_ ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. - ImGuiItemFlags_Default_ = 0 + ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed. +}; + +// Flags for ItemAdd() +// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() works on items with no TabStop we distinguish Focusable from TabStop. +enum ImGuiItemAddFlags_ +{ + ImGuiItemAddFlags_None = 0, + ImGuiItemAddFlags_Focusable = 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will transition it toward being opt-out, so this flag is expected to eventually disappear. }; // Storage for LastItem data enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_None = 0, - ImGuiItemStatusFlags_HoveredRect = 1 << 0, - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) - ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. - ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_FocusedByCode = 1 << 8, // Set when the Focusable item just got focused from code. + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 9, // Set when the Focusable item just got focused by Tabbing. + ImGuiItemStatusFlags_Focused = ImGuiItemStatusFlags_FocusedByCode | ImGuiItemStatusFlags_FocusedByTabbing #ifdef IMGUI_ENABLE_TEST_ENGINE , // [imgui_tests only] - ImGuiItemStatusFlags_Openable = 1 << 10, // - ImGuiItemStatusFlags_Opened = 1 << 11, // - ImGuiItemStatusFlags_Checkable = 1 << 12, // - ImGuiItemStatusFlags_Checked = 1 << 13 // + ImGuiItemStatusFlags_Openable = 1 << 20, // + ImGuiItemStatusFlags_Opened = 1 << 21, // + ImGuiItemStatusFlags_Checkable = 1 << 22, // + ImGuiItemStatusFlags_Checked = 1 << 23 // #endif }; +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. +}; + // Extend ImGuiButtonFlags_ enum ImGuiButtonFlagsPrivate_ { @@ -714,9 +889,10 @@ enum ImGuiInputSource { ImGuiInputSource_None = 0, ImGuiInputSource_Mouse, - ImGuiInputSource_Nav, - ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code - ImGuiInputSource_NavGamepad, // " + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only + ImGuiInputSource_Clipboard, // Currently only used by InputText() ImGuiInputSource_COUNT }; @@ -821,8 +997,9 @@ struct ImGuiStyleMod }; // Stacked storage data for BeginGroup()/EndGroup() -struct ImGuiGroupData +struct IMGUI_API ImGuiGroupData { + ImGuiID WindowID; ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; ImVec1 BackupIndent; @@ -831,6 +1008,7 @@ struct ImGuiGroupData float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; bool EmitItem; }; @@ -841,7 +1019,7 @@ struct IMGUI_API ImGuiMenuColumns float Width, NextWidth; float Pos[3], NextWidths[3]; - ImGuiMenuColumns(); + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } void Update(int count, float spacing, bool clear); float DeclColumns(float w0, float w1, float w2); float CalcExtraSpace(float avail_w) const; @@ -864,7 +1042,7 @@ struct IMGUI_API ImGuiInputTextState bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection bool Edited; // edited this frame - ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback + ImGuiInputTextFlags Flags; // copy of InputText() flags ImGuiInputTextCallback UserCallback; // " void* UserCallbackData; // " @@ -894,21 +1072,21 @@ struct ImGuiPopupData ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup - ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } + ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } }; -struct ImGuiNavMoveResult +struct ImGuiNavItemData { - ImGuiWindow* Window; // Best candidate window - ImGuiID ID; // Best candidate ID - ImGuiID FocusScopeId; // Best candidate focus scope ID - float DistBox; // Best candidate box distance to current NavId - float DistCenter; // Best candidate center distance to current NavId - float DistAxial; - ImRect RectRel; // Best candidate bounding box in window relative space - - ImGuiNavMoveResult() { Clear(); } - void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; } }; enum ImGuiNextWindowDataFlags_ @@ -985,31 +1163,41 @@ struct ImGuiPtrOrIndex // [SECTION] Columns support //----------------------------------------------------------------------------- -enum ImGuiColumnsFlags_ +// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ { - // Default: 0 - ImGuiColumnsFlags_None = 0, - ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers - ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers - ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns - ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize +#endif }; -struct ImGuiColumnData +struct ImGuiOldColumnData { float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNormBeforeResize; - ImGuiColumnsFlags Flags; // Not exposed + ImGuiOldColumnFlags Flags; // Not exposed ImRect ClipRect; - ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; } + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } }; -struct ImGuiColumns +struct ImGuiOldColumns { ImGuiID ID; - ImGuiColumnsFlags Flags; + ImGuiOldColumnFlags Flags; bool IsFirstFrame; bool IsBeingResized; int Current; @@ -1021,24 +1209,10 @@ struct ImGuiColumns ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() - ImVector Columns; + ImVector Columns; ImDrawListSplitter Splitter; - ImGuiColumns() { Clear(); } - void Clear() - { - ID = 0; - Flags = ImGuiColumnsFlags_None; - IsFirstFrame = false; - IsBeingResized = false; - Current = 0; - Count = 1; - OffMinX = OffMaxX = 0.0f; - LineMinY = LineMaxY = 0.0f; - HostCursorPosY = 0.0f; - HostCursorMaxPosX = 0.0f; - Columns.clear(); - } + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -1061,9 +1235,33 @@ struct ImGuiColumns // [SECTION] Viewport support //----------------------------------------------------------------------------- -#ifdef IMGUI_HAS_VIEWPORT -// -#endif // #ifdef IMGUI_HAS_VIEWPORT +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + + ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) + ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). + ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. + ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. + + ImGuiViewportP() { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; } + ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; //----------------------------------------------------------------------------- // [SECTION] Settings support @@ -1080,7 +1278,7 @@ struct ImGuiWindowSettings bool Collapsed; bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) - ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = WantApply = false; } + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); } char* GetName() { return (char*)(this + 1); } }; @@ -1099,6 +1297,65 @@ struct ImGuiSettingsHandler ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } }; +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug +//----------------------------------------------------------------------------- + +struct ImGuiMetricsConfig +{ + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + + ImGuiMetricsConfig() + { + ShowWindowsRects = false; + ShowWindowsBeginOrder = false; + ShowTablesRects = false; + ShowDrawCmdMesh = true; + ShowDrawCmdBoundingBoxes = true; + ShowWindowsRectsType = -1; + ShowTablesRectsType = -1; + } +}; + +struct IMGUI_API ImGuiStackSizes +{ + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfBeginPopupStack; + + ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } + void SetToCurrentState(); + void CompareWithCurrentState(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + //----------------------------------------------------------------------------- // [SECTION] ImGuiContext (main imgui context) //----------------------------------------------------------------------------- @@ -1120,20 +1377,21 @@ struct ImGuiContext bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed bool WithinEndChild; // Set within EndChild() + bool GcCompactAll; // Request full GC bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID() void* TestEngine; // Test engine user data // Windows state ImVector Windows; // Windows, sorted in display order, back to front - ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic) + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child ImVector CurrentWindowStack; ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. - ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. @@ -1141,9 +1399,12 @@ struct ImGuiContext float WheelingWindowTimer; // Item/widgets state and tracking information - ImGuiID HoveredId; // Hovered widget + ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; bool HoveredIdAllowOverlap; + bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. + bool HoveredIdPreviousFrameUsingMouseWheel; bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active @@ -1156,6 +1417,7 @@ struct ImGuiContext bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. @@ -1175,12 +1437,18 @@ struct ImGuiContext ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions // Shared stacks - ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() - ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() - ImVector FontStack; // Stack for PushFont()/PopFont() + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window + ImVectorItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + // Viewports + ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. + // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiID NavId; // Focused item for navigation @@ -1214,9 +1482,9 @@ struct ImGuiContext ImGuiKeyModFlags NavMoveRequestKeyMods; ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? - ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow - ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) - ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around. ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags. @@ -1229,20 +1497,16 @@ struct ImGuiContext bool NavWindowingToggleLayer; // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) - ImGuiWindow* FocusRequestCurrWindow; // - ImGuiWindow* FocusRequestNextWindow; // - int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) - int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index - int FocusRequestNextCounterRegular; // Stored for next frame - int FocusRequestNextCounterTabStop; // " - bool FocusTabPressed; // + ImGuiWindow* TabFocusRequestCurrWindow; // + ImGuiWindow* TabFocusRequestNextWindow; // + int TabFocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) + int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index + int TabFocusRequestNextCounterRegular; // Stored for next frame + int TabFocusRequestNextCounterTabStop; // " + bool TabFocusPressed; // Set in NewFrame() when user pressed Tab // Render - ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user - ImDrawDataBuilder DrawDataBuilder; float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) - ImDrawList BackgroundDrawList; // First draw list to be rendered. - ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays. ImGuiMouseCursor MouseCursor; // Drag and Drop @@ -1264,6 +1528,14 @@ struct ImGuiContext ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + // Table + ImGuiTable* CurrentTable; + int CurrentTableStackIdx; + ImPool Tables; + ImVector TablesTempDataStack; + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + // Tab bars ImGuiTabBar* CurrentTabBar; ImPool TabBars; @@ -1287,6 +1559,7 @@ struct ImGuiContext float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; + float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) ImVector ClipboardHandlerData; // If no custom clipboard handler is defined ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once @@ -1301,12 +1574,17 @@ struct ImGuiContext ImGuiTextBuffer SettingsIniData; // In memory .ini settings ImVector SettingsHandlers; // List of .ini settings handlers ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId // Capture/Logging bool LogEnabled; // Currently capturing ImGuiLogType LogType; // Capture target ImFileHandle LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; float LogLinePosY; bool LogLineFirstItem; int LogDepthRef; @@ -1316,17 +1594,19 @@ struct ImGuiContext // Debug Tools bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id + ImGuiMetricsConfig DebugMetricsConfig; // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; float FramerateSecPerFrameAccum; int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags int WantCaptureKeyboardNextFrame; int WantTextInputNextFrame; char TempBuffer[1024 * 3 + 1]; // Temporary text buffer - ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData) + ImGuiContext(ImFontAtlas* shared_font_atlas) { Initialized = false; FontAtlasOwnedByContext = shared_font_atlas ? false : true; @@ -1337,6 +1617,7 @@ struct ImGuiContext FrameCount = 0; FrameCountEnded = FrameCountRendered = -1; WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + GcCompactAll = false; TestEngineHookItems = false; TestEngineHookIdInfo = 0; TestEngine = NULL; @@ -1344,14 +1625,15 @@ struct ImGuiContext WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; - HoveredRootWindow = NULL; HoveredWindowUnderMovingWindow = NULL; MovingWindow = NULL; WheelingWindow = NULL; WheelingWindowTimer = 0.0f; + CurrentItemFlags = ImGuiItemFlags_None; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; + HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; @@ -1363,13 +1645,14 @@ struct ImGuiContext ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; + ActiveIdUsingMouseWheel = false; ActiveIdUsingNavDirMask = 0x00; ActiveIdUsingNavInputMask = 0x00; ActiveIdUsingKeyInputMask = 0x00; ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; - ActiveIdMouseButton = 0; + ActiveIdMouseButton = -1; ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; @@ -1406,14 +1689,12 @@ struct ImGuiContext NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; - FocusRequestCurrWindow = FocusRequestNextWindow = NULL; - FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX; - FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX; - FocusTabPressed = false; + TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL; + TabFocusRequestCurrCounterRegular = TabFocusRequestCurrCounterTabStop = INT_MAX; + TabFocusRequestNextCounterRegular = TabFocusRequestNextCounterTabStop = INT_MAX; + TabFocusPressed = false; DimBgRatio = 0.0f; - BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging - ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; @@ -1428,6 +1709,8 @@ struct ImGuiContext DragDropHoldJustPressedId = 0; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + CurrentTable = NULL; + CurrentTableStackIdx = -1; CurrentTabBar = NULL; LastValidMousePos = ImVec2(0.0f, 0.0f); @@ -1442,15 +1725,18 @@ struct ImGuiContext DragSpeedDefaultRatio = 1.0f / 100.0f; ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; + TooltipSlowDelay = 0.50f; PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); PlatformLocaleDecimalPoint = '.'; SettingsLoaded = false; SettingsDirtyTimer = 0.0f; + HookIdNext = 0; LogEnabled = false; LogType = ImGuiLogType_None; + LogNextPrefix = LogNextSuffix = NULL; LogFile = NULL; LogLinePosY = FLT_MAX; LogLineFirstItem = false; @@ -1461,7 +1747,7 @@ struct ImGuiContext DebugItemPickerBreakId = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); - FramerateSecPerFrameIdx = 0; + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; memset(TempBuffer, 0, sizeof(TempBuffer)); @@ -1473,14 +1759,16 @@ struct ImGuiContext //----------------------------------------------------------------------------- // Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. -// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) struct IMGUI_API ImGuiWindowTempData { // Layout ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. - ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. ImVec2 CurrLineSize; ImVec2 PrevLineSize; float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). @@ -1497,8 +1785,8 @@ struct IMGUI_API ImGuiWindowTempData // Keyboard/Gamepad navigation ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) - int NavLayerActiveMask; // Which layers have been written to (result from previous frame) - int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) @@ -1511,7 +1799,8 @@ struct IMGUI_API ImGuiWindowTempData ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImVector ChildWindows; ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) - ImGuiColumns* CurrentColumns; // Current columns set + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) @@ -1519,48 +1808,11 @@ struct IMGUI_API ImGuiWindowTempData // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. - ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] - float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window - float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] - ImVectorItemFlagsStack; - ImVector ItemWidthStack; - ImVector TextWrapPosStack; - ImVectorGroupStack; - short StackSizesBackup[6]; // Store size of various stacks for asserting - - ImGuiWindowTempData() - { - CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); - CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); - CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; - Indent = ImVec1(0.0f); - ColumnsOffset = ImVec1(0.0f); - GroupOffset = ImVec1(0.0f); - - LastItemId = 0; - LastItemStatusFlags = ImGuiItemStatusFlags_None; - LastItemRect = LastItemDisplayRect = ImRect(); - - NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; - NavLayerCurrent = ImGuiNavLayer_Main; - NavFocusScopeIdCurrent = 0; - NavHideHighlightOneFrame = false; - NavHasScroll = false; - - MenuBarAppending = false; - MenuBarOffset = ImVec2(0.0f, 0.0f); - TreeDepth = 0; - TreeJumpToParentOnPopMask = 0x00; - StateStorage = NULL; - CurrentColumns = NULL; - LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; - FocusCounterRegular = FocusCounterTabStop = -1; - - ItemFlags = ImGuiItemFlags_Default_; - ItemWidth = 0.0f; - TextWrapPos = -1.0f; - memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); - } + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; // Storage for one window @@ -1573,6 +1825,7 @@ struct IMGUI_API ImGuiWindow ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). ImVec2 WindowPadding; // Window padding at the time of Begin(). float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. @@ -1599,25 +1852,28 @@ struct IMGUI_API ImGuiWindow bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) - short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. - short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImS8 AutoFitFramesX, AutoFitFramesY; ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; ImGuiDir AutoPosLastDirection; - int HiddenFramesCanSkipItems; // Hide the window for N frames - int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size - ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use. - ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. - ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. - // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. // The main 'OuterRect', omitted as a field, is window->Rect(). ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) @@ -1633,7 +1889,7 @@ struct IMGUI_API ImGuiWindow float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; ImGuiStorage StateStorage; - ImVector ColumnsStorage; + ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) @@ -1648,9 +1904,9 @@ struct IMGUI_API ImGuiWindow ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space - bool MemoryCompacted; // Set when window extraneous data have been garbage collected int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected public: ImGuiWindow(ImGuiContext* context, const char* name); @@ -1701,11 +1957,12 @@ enum ImGuiTabBarFlagsPrivate_ // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button }; -// Storage for one active tab item (sizeof() 28~32 bytes) +// Storage for one active tab item (sizeof() 40 bytes) struct ImGuiTabItem { ImGuiID ID; @@ -1715,26 +1972,28 @@ struct ImGuiTabItem float Offset; // Position relative to beginning of tab float Width; // Width currently displayed float ContentWidth; // Width of label, stored during BeginTabItem() call - ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames - ImS8 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable - ImS8 IndexDuringLayout; // Index only used during TabBarLayout() + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout() bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; IndexDuringLayout = -1; WantClose = false; } + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; -// Storage for a tab bar (sizeof() 92~96 bytes) +// Storage for a tab bar (sizeof() 152 bytes) struct ImGuiTabBar { ImVector Tabs; + ImGuiTabBarFlags Flags; ImGuiID ID; // Zero for tab-bars used by docking ImGuiID SelectedTabId; // Selected tab/window - ImGuiID NextSelectedTabId; + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; - float LastTabContentHeight; // Record the height of contents submitted below the tab bar + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar float WidthAllTabs; // Actual width of all tabs (locked during layout) float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped float ScrollingAnim; @@ -1743,22 +2002,24 @@ struct ImGuiTabBar float ScrollingSpeed; float ScrollingRectMinX; float ScrollingRectMaxX; - ImGuiTabBarFlags Flags; ImGuiID ReorderRequestTabId; - ImS8 ReorderRequestDir; - ImS8 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 ReorderRequestOffset; + ImS8 BeginCount; bool WantLayout; bool VisibleTabWasSubmitted; bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame - short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. ImGuiTabBar(); int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } const char* GetTabName(const ImGuiTabItem* tab) const { - IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size); + IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); return TabsNames.Buf.Data + tab->NameOffset; } }; @@ -1767,12 +2028,257 @@ struct ImGuiTabBar // [SECTION] Table support //----------------------------------------------------------------------------- -#ifdef IMGUI_HAS_TABLE -// -#endif // #ifdef IMGUI_HAS_TABLE +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. +#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS8 ImGuiTableColumnIdx; +typedef ImU8 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 104 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; + bool IsEnabled; // Is the column not marked Hidden by the user? (even if off view, e.g. clipped by scrolling). + bool IsEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +struct ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders + float CellPaddingY; + float CellSpacingX1; // Spacing between non-bordered cells + float CellSpacingX2; + float LastOuterHeight; // Outer height from last frame + float LastFirstRowHeight; // Height of first row from last frame + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + IMGUI_API ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + IMGUI_API ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored here: DrawSplitter, incoming RowData? +struct ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + IMGUI_API ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 12 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; //----------------------------------------------------------------------------- -// [SECTION] Internal API +// [SECTION] ImGui internal API // No guarantee of forward compatibility here! //----------------------------------------------------------------------------- @@ -1788,10 +2294,10 @@ namespace ImGui IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); - IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); @@ -1807,7 +2313,9 @@ namespace ImGui // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } - inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. // Init IMGUI_API void Initialize(ImGuiContext* context); @@ -1819,6 +2327,11 @@ namespace ImGui IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); @@ -1841,6 +2354,7 @@ namespace ImGui inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.CurrentItemFlags; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); IMGUI_API void ClearActiveID(); @@ -1854,12 +2368,11 @@ namespace ImGui // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); - IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); - IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested - IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); @@ -1869,9 +2382,20 @@ namespace ImGui IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)' + // (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() + inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd() + inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); // Popups, Modals, Tooltips IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); @@ -1881,9 +2405,14 @@ namespace ImGui IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); // Gamepad/Keyboard Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); @@ -1895,18 +2424,19 @@ namespace ImGui IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. - IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id); - IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); // Focus Scope (WIP) // This is generally used to identify a selection set (multiple of which may be in the same window), as selection // patterns generally need to react (e.g. clear selection) when landing on an item of the set. IMGUI_API void PushFocusScope(ImGuiID id); IMGUI_API void PopFocusScope(); - inline ImGuiID GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } + inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active + inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope() // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + IMGUI_API void SetItemUsingMouseWheel(); inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } @@ -1923,27 +2453,79 @@ namespace ImGui // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); - IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). - IMGUI_API void EndColumns(); // close columns + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index); IMGUI_API void PushColumnsBackground(); IMGUI_API void PopColumnsBackground(); IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); - IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); - IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm); - IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawContextMenu(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); // Tab Bars IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); - IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); - IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); // Render helpers // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. @@ -1955,10 +2537,9 @@ namespace ImGui IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); - IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. - IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); @@ -1982,12 +2563,15 @@ namespace ImGui IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); - IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawFlags flags); IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); - IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); @@ -2006,6 +2590,7 @@ namespace ImGui template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); @@ -2035,38 +2620,64 @@ namespace ImGui IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); // Debug Tools + IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + } // namespace ImGui -// ImFontAtlas internals -IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); -IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); -IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int atlas_x, int atlas_y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); -IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); //----------------------------------------------------------------------------- -// [SECTION] Test Engine Hooks (imgui_test_engine) +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) //----------------------------------------------------------------------------- #ifdef IMGUI_ENABLE_TEST_ENGINE -extern void ImGuiTestEngineHook_Shutdown(ImGuiContext* ctx); -extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); -extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); -extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); -extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); -extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) #define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log @@ -2080,6 +2691,8 @@ extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const cha #define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) do { } while (0) #endif +//----------------------------------------------------------------------------- + #if defined(__clang__) #pragma clang diagnostic pop #elif defined(__GNUC__) diff --git a/Evolve_goldberg/ImGui/imgui_tables.cpp b/Evolve_goldberg/ImGui/imgui_tables.cpp new file mode 100644 index 0000000..971dce3 --- /dev/null +++ b/Evolve_goldberg/ImGui/imgui_tables.cpp @@ -0,0 +1,4029 @@ +// dear imgui, v1.84 WIP +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableDrawContextMenu() - draw right-click context menu +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtenY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful is parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to that note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable) +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of 'init_width_or_weight == -1'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with full padding. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manual resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +// System includes +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) +#ifdef IMGUI_HAS_DOCK + ImGuiWindow* window_for_settings = outer_window->RootWindowDockStop; +#else + ImGuiWindow* window_for_settings = outer_window->RootWindow; +#endif + if (window_for_settings->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!"); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); + ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + if (use_child_window && IsClippedEx(outer_rect, 0, false)) + { + ItemSize(outer_rect); + return false; + } + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiID instance_id = id + instance_no; + const ImGuiTableFlags table_last_flags = table->Flags; + if (instance_no > 0) + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + g.CurrentTableStackIdx++; + if (g.CurrentTableStackIdx + 1 > g.TablesTempDataStack.Size) + g.TablesTempDataStack.resize(g.CurrentTableStackIdx + 1, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempDataStack[g.CurrentTableStackIdx]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + table->ID = id; + table->Flags = flags; + table->InstanceCurrent = (ImS16)instance_no; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(instance_id); + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + table->CellPaddingY = g.Style.CellPadding.y; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = 0; + + // Using opaque colors facilitate overlapping elements of the grid + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + ImSpanAllocator<3> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this at the first TableBegin of the frame) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], + // rebuild the later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable(). +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + table->EnabledMaskByIndex = 0x00; + table->EnabledMaskByDisplayOrder = 0x00; + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings/sortspecs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsEnabledNextFrame = true; + if (column->IsEnabled != column->IsEnabledNextFrame) + { + column->IsEnabled = column->IsEnabledNextFrame; + table->IsSettingsDirty = true; + if (!column->IsEnabled && column->SortOrder != -1) + table->IsSortSpecsDirty = true; + } + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + table->EnabledMaskByIndex |= (ImU64)1 << column_n; + table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder; + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible + // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n))) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + table->HoveredColumnBody = -1; + table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + table->VisibleMaskByIndex = 0x00; + table->RequestOutputMaskByIndex = 0x00; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Detect hovered column + if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + float max_width = TableGetMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, max_width); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + table->VisibleMaskByIndex |= ((ImU64)1 << column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + if (column->IsRequestOutput) + table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n); + + // Mark column as SkipItems (ignoring all items/layout) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + if (table->HoveredColumnBody == column_n) + column->Flags |= ImGuiTableColumnFlags_IsHovered; + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + { + if (g.IO.MousePos.x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + } + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); + table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table->LastFirstRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // [Part 11] Context menu + if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) + { + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + { + TableDrawContextMenu(table); + EndPopup(); + } + else + { + table->IsContextPopupOpen = false; + } + } + + // [Part 13] Sanitize and build sort specs before we have a change to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise +// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets +// overlapping the same area. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; + const float hit_y1 = table->OuterRect.Min.y; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); + const float hit_y2_head = hit_y1 + table->LastFirstRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (table->FreezeColumnsCount > 0) + if (column->MaxX < table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsCount - 1]].MaxX) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + KeepAliveID(column_id); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = hovered = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) + table->ColumnsAutoFitWidth += column->WidthRequest; + else + table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column); + } + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); + const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + EndChild(); + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.CurrentTableStackIdx >= 0); + g.CurrentTableStackIdx--; + temp_data = g.CurrentTableStackIdx >= 0 ? &g.TablesTempDataStack[g.CurrentTableStackIdx] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; +} + +// See "COLUMN SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsEnabled = column->IsEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)columns : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() [Internal] +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Request enabling/disabling a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable() +// For the getter you can use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + if (!table) + return; + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + if (column->PrevEnabledColumn == -1) + x1 -= table->CellSpacingX1; + if (column->NextEnabledColumn == -1) + x2 += table->CellSpacingX2; + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n; + return id; +} + +// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->CellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + if (table->CurrentRow == 0) + table->LastFirstRowHeight = bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow) + if (table->Flags & ImGuiTableFlags_BordersInnerH) + border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + } + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + int column_n = table->CurrentColumn; + return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + // To allow ImGuiListClipper to function we propagate our row height + if (!column->IsEnabled) + window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + window->DC.LastItemId = 0; + window->DC.LastItemStatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + ImGuiContext& g = *GImGui; + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. +float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only support a single _trailing_ stretch column. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantity + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount; + ImBitArray ChannelsMask; + + MergeGroup() { ChannelsCount = 0; } + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0) + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + merge_group->ChannelsMask.SetBit(channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArray remaining_mask; // We need 132-bit of storage + remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); + remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); +#if 0 + GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); + GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); +#endif + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) + remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!merge_group->ChannelsMask.TestBit(n)) + continue; + merge_group->ChannelsMask.ClearBit(n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!remaining_mask.TestBit(n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = table->InnerRect.Min.y; + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + ImU32 col; + float draw_y2; + if (is_hovered || is_resized || is_frozen_separator) + { + draw_y2 = draw_y2_body; + col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; + } + else + { + draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; + col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; + } + + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since +// last call, or the first time. +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + if (table->IsSortSpecsDirty) + TableSortSpecsBuild(table); + + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (column->SortDirectionsAvailList >> (n << 1)) & 0x03; +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + IM_ASSERT(table->IsSortSpecsDirty); + TableSortSpecsSanitize(table); + + // Write output + ImGuiTableTempData* temp_data = table->TempData; + temp_data->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &temp_data->SortSpecsSingle : temp_data->SortSpecsMulti.Data; + if (sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = column->SortDirection; + } + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableHeadersRow() +// - TableHeader() +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + float row_height = GetTextLineHeight(); + int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + if (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_IsEnabled) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); + row_height += GetStyle().CellPadding.y * 2.0f; + return row_height; +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + + // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_y1 = GetCursorScreenPos().y; + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) + // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide + // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. + const char* name = TableGetColumnName(column_n); + PushID(table->InstanceCurrent * table->ColumnsCount + column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(-1); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap); + if (g.ActiveId != id) + SetItemAllowOverlap(); + if (held || hovered || selected) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) + SetTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableDrawContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +void ImGui::TableDrawContextMenu(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (table->Flags & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = "Size all columns to fit###SizeAll"; // All fixed + else + size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (table->Flags & ImGuiTableFlags_Reorderable) + { + if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (table->Flags & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsEnabled, menu_item_active)) + other_column->IsEnabledNextFrame = !other_column->IsEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsEnabled = column->IsEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID); + if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight); + if (save_size && !column->IsStretch) buf->appendf(" Width=%d", (int)column->WidthOrWeight); + if (save_visible) buf->appendf(" Visible=%d", column->IsEnabled); + if (save_order) buf->appendf(" Order=%d", column->DisplayOrder); + if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsInstallHandler(ImGuiContext* context) +{ + ImGuiContext& g = *context; + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->IsSortSpecsDirty = true; + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->SortSpecsMulti.clear(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_METRICS_WINDOW + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + char buf[512]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + KeepAliveID(column_id); + if (IsClippedEx(column_hit_rect, column_id, false)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_FLOOR(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +} + +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Evolve_goldberg/ImGui/imgui_widgets.cpp b/Evolve_goldberg/ImGui/imgui_widgets.cpp index fe5d2ba..5e7b1c8 100644 --- a/Evolve_goldberg/ImGui/imgui_widgets.cpp +++ b/Evolve_goldberg/ImGui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.79 +// dear imgui, v1.84 WIP // (widgets code) /* @@ -40,6 +40,7 @@ Index of this file: #endif #include "imgui_internal.h" +// System includes #include // toupper #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t @@ -47,6 +48,10 @@ Index of this file: #include // intptr_t #endif +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant @@ -54,6 +59,8 @@ Index of this file: #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -72,15 +79,19 @@ Index of this file: #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //------------------------------------------------------------------------- // Data //------------------------------------------------------------------------- +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + // Those MIN/MAX values are not define because we need to point to them static const signed char IM_S8_MIN = -128; static const signed char IM_S8_MAX = 127; @@ -113,7 +124,7 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); @@ -341,17 +352,20 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) const ImGuiStyle& style = g.Style; const float w = CalcItemWidth(); + const char* value_text_begin = &g.TempBuffer[0]; + const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2)); - const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y * 2) + label_size); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0)) return; // Render - const char* value_text_begin = &g.TempBuffer[0]; - const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f, 0.5f)); + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); } @@ -408,6 +422,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - Image() // - ImageButton() // - Checkbox() +// - CheckboxFlagsT() [Internal] // - CheckboxFlags() // - RadioButton() // - ProgressBar() @@ -490,7 +505,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window; if (flatten_hovered_children) g.HoveredWindow = window; @@ -510,10 +525,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) { - const float DRAG_DROP_HOLD_TIMER = 0.70f; hovered = true; SetHoveredID(id); - if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAG_DROP_HOLD_TIMER, 0.00f)) + if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAGDROP_HOLD_TO_OPEN_TIMER, 0.00f)) { pressed = true; g.DragDropHoldJustPressedId = id; @@ -674,7 +688,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags if (!ItemAdd(bb, id)) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + if (g.CurrentItemFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); @@ -683,6 +697,9 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); // Automatically close popups @@ -747,7 +764,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu if (!ItemAdd(bb, id)) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + if (g.CurrentItemFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; bool hovered, held; @@ -770,22 +787,30 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) } // Button to close a window -bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. - // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); - bool is_clipped = !ItemAdd(bb, id); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + bool is_clipped = !ItemAdd(bb_interact, id); bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); if (is_clipped) return pressed; // Render + // FIXME: Clarify this mess ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) @@ -854,19 +879,19 @@ void ImGui::Scrollbar(ImGuiAxis axis) // Calculate scrollbar bounding box ImRect bb = GetWindowScrollbarRect(window, axis); - ImDrawCornerFlags rounding_corners = 0; + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; if (axis == ImGuiAxis_X) { - rounding_corners |= ImDrawCornerFlags_BotLeft; + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; if (!window->ScrollbarY) - rounding_corners |= ImDrawCornerFlags_BotRight; + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } else { if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) - rounding_corners |= ImDrawCornerFlags_TopRight; + rounding_corners |= ImDrawFlags_RoundCornersTopRight; if (!window->ScrollbarX) - rounding_corners |= ImDrawCornerFlags_BotRight; + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; @@ -879,7 +904,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. -bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -959,7 +984,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa // Render const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); - window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, rounding_corners); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); ImRect grab_rect; if (axis == ImGuiAxis_X) grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); @@ -1057,7 +1082,10 @@ bool ImGui::Checkbox(const char* label, bool* v) const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return false; + } bool hovered, held; bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); @@ -1071,10 +1099,11 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); - bool mixed_value = (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + bool mixed_value = (g.CurrentItemFlags & ImGuiItemFlags_MixedValue) != 0; if (mixed_value) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); } @@ -1084,44 +1113,65 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); } + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) - LogRenderedText(&total_bb.Min, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); if (label_size.x > 0.0f) - RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } -bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) { - bool v = ((*flags & flags_value) == flags_value); + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; bool pressed; - if (v == false && (*flags & flags_value) != 0) + if (!all_on && any_on) { - // Mixed value (FIXME: find a way to expose neatly to Checkbox?) - ImGuiWindow* window = GetCurrentWindow(); - const ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_MixedValue; - pressed = Checkbox(label, &v); - window->DC.ItemFlags = backup_item_flags; + ImGuiContext& g = *GImGui; + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + g.CurrentItemFlags = backup_item_flags; } else { - // Regular checkbox - pressed = Checkbox(label, &v); + pressed = Checkbox(label, &all_on); + } if (pressed) { - if (v) + if (all_on) *flags |= flags_value; else *flags &= ~flags_value; } - return pressed; } +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + bool ImGui::RadioButton(const char* label, bool active) { ImGuiWindow* window = GetCurrentWindow(); @@ -1165,12 +1215,13 @@ bool ImGui::RadioButton(const char* label, bool active) window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); } + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) - LogRenderedText(&total_bb.Min, active ? "(x)" : "( )"); + LogRenderedText(&label_pos, active ? "(x)" : "( )"); if (label_size.x > 0.0f) - RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return pressed; } @@ -1334,10 +1385,12 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) // Horizontal Separator float x1 = window->Pos.x; float x2 = window->Pos.x + window->Size.x; - if (!window->DC.GroupStack.empty()) + + // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator + if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) x1 += window->DC.Indent.x; - ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; if (columns) PushColumnsBackground(); @@ -1350,7 +1403,8 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) // Draw window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------"); + LogRenderedText(&bb.Min, "--------------------------------\n"); + } if (columns) { @@ -1379,10 +1433,10 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; bool item_add = ItemAdd(bb, id); - window->DC.ItemFlags = item_flags_backup; + g.CurrentItemFlags = item_flags_backup; if (!item_add) return false; @@ -1483,7 +1537,9 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc //------------------------------------------------------------------------- // [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] // - BeginCombo() +// - BeginComboPopup() [Internal] // - EndCombo() // - Combo() //------------------------------------------------------------------------- @@ -1498,74 +1554,91 @@ static float CalcMaxPopupHeightFromItemCount(int items_count) bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) { - // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; - g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; - ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values if (window->SkipItems) return false; - IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together - const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float expected_w = CalcItemWidth(); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &bb)) return false; + // Open on click bool hovered, held; - bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); - bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None); + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if ((pressed || g.NavActivateId == id) && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + // Render shape const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); - RenderNavHighlight(frame_bb, id); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavHighlight(bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); if (!(flags & ImGuiComboFlags_NoArrowButton)) { ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); - window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) - RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } - RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); - if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); - if ((pressed || g.NavActivateId == id) && !popup_open) + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) { - if (window->DC.NavLayerCurrent == 0) - window->NavLastIds[0] = id; - OpenPopupEx(id, ImGuiPopupFlags_None); - popup_open = true; + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); if (!popup_open) return false; - if (has_window_size_constraint) + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else { if ((flags & ImGuiComboFlags_HeightMask_) == 0) flags |= ImGuiComboFlags_HeightRegular; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one int popup_max_height_in_items = -1; if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; @@ -1573,26 +1646,27 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); } + // This is essentially a specialized version of BeginPopupEx() char name[16]; ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth - // Peak into expected window size so we can position it + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? if (ImGuiWindow* popup_window = FindWindowByName(name)) if (popup_window->WasActive) { - ImVec2 size_expected = CalcWindowExpectedSize(popup_window); - if (flags & ImGuiComboFlags_PopupAlignLeft) - popup_window->AutoPosLastDirection = ImGuiDir_Left; - ImRect r_outer = GetWindowAllowedExtentRect(popup_window); - ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); SetNextWindowPos(pos); } // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; - - // Horizontally align ourselves with the framed text - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text bool ret = Begin(name, NULL, window_flags); PopStyleVar(); if (!ret) @@ -1677,6 +1751,9 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi } EndCombo(); + if (value_changed) + MarkItemEdited(g.CurrentWindow->DC.LastItemId); + return value_changed; } @@ -1729,7 +1806,7 @@ static const ImGuiDataTypeInfo GDataTypeInfo[] = { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 { sizeof(ImU64), "U64", "%llu", "%llu" }, #endif - { sizeof(float), "float", "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); @@ -1916,13 +1993,15 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // All other types assign constant // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - sscanf(buf, format, p_data); + if (sscanf(buf, format, p_data) < 1) + return false; } else { // Small types need a 32-bit buffer to receive the result from scanf() int v32; - sscanf(buf, format, &v32); + if (sscanf(buf, format, &v32) < 1) + return false; if (data_type == ImGuiDataType_S8) *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) @@ -2016,12 +2095,36 @@ static const char* ImAtoi(const char* src, TYPE* output) return src; } +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size) +{ + IM_UNUSED(fmt_out_size); + const char* fmt_end = ImParseFormatFindEnd(fmt); + IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt < fmt_end) + { + char c = *(fmt++); + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + template TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) { const char* fmt_start = ImParseFormatFindStart(format); if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string return v; + + // Sanitize format + char fmt_sanitized[32]; + SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back char v_str[64]; ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); const char* p = v_str; @@ -2059,9 +2162,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const { ImGuiContext& g = *GImGui; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const bool is_clamped = (v_min < v_max); - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); // Default tweak speed if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) @@ -2069,7 +2172,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings float adjust_delta = 0.0f; - if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f * 1.0f) + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { adjust_delta = g.IO.MouseDelta[axis]; if (g.IO.KeyAlt) @@ -2079,7 +2182,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { - int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } @@ -2119,7 +2222,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (is_logarithmic) { // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); // Convert to parametric space, apply delta, convert back @@ -2157,9 +2260,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Clamp values (+ handle overflow/wrap-around for integer types) if (*v != v_cur && is_clamped) { - if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) v_cur = v_min; - if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal)) + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) v_cur = v_max; } @@ -2185,7 +2288,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v } if (g.ActiveId != id) return false; - if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.CurrentItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2218,12 +2321,14 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) return false; // Default format string when passing NULL @@ -2232,13 +2337,12 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); - // Tabbing or CTRL-clicking on Drag turns it into an input box + // Tabbing or CTRL-clicking on Drag turns it into an InputText const bool hovered = ItemHoverable(frame_bb, id); - const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); + const bool focus_requested = temp_input_allowed && (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Focused) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) @@ -2248,11 +2352,16 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, FocusWindow(window); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) + temp_input_is_active = true; + } + // Experimental: simple click (without moving) turns Drag into an InputText + // FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings. + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { + g.NavInputId = id; temp_input_is_active = true; - FocusableItemUnregister(window); } - } } if (temp_input_is_active) @@ -2275,12 +2384,14 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return value_changed; } @@ -2538,8 +2649,8 @@ template TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { if (v_min == v_max) - return (TYPE)0.0f; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + return v_min; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); TYPE result; if (is_logarithmic) @@ -2587,7 +2698,7 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, T else { // Linear slider - if (is_decimal) + if (is_floating_point) { result = ImLerp(v_min, v_max, t); } @@ -2620,14 +2731,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const ImGuiStyle& style = g.Style; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const float grab_padding = 2.0f; const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; float grab_sz = style.GrabMinSize; SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows + if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMin(grab_sz, slider_sz); const float slider_usable_sz = slider_sz - grab_sz; @@ -2639,7 +2750,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ if (is_logarithmic) { // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); } @@ -2677,7 +2788,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; if (input_delta != 0.0f) { - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds @@ -2780,7 +2891,7 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); ImGuiContext& g = *GImGui; - if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.CurrentItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2830,8 +2941,9 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) return false; // Default format string when passing NULL @@ -2842,11 +2954,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Tabbing or CTRL-clicking on Slider turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); + const bool focus_requested = temp_input_allowed && (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Focused) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) { @@ -2855,10 +2966,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) - { temp_input_is_active = true; - FocusableItemUnregister(window); - } } } @@ -2887,12 +2995,14 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return value_changed; } @@ -3183,7 +3293,7 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* ClearActiveID(); g.CurrentWindow->DC.CursorPos = bb.Min; - bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags); + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); if (init) { // First frame we started displaying the InputText widget, we expect it to take the active id. @@ -3220,7 +3330,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); if (p_clamp_min || p_clamp_max) { - if (DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) ImSwap(p_clamp_min, p_clamp_max); DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); } @@ -3363,41 +3473,6 @@ bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGui return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); } -// Prefer using "const char* format" directly, which is more flexible and consistent with other API. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags) -{ - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputFloat(label, v, step, step_fast, format, flags); -} - -bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags) -{ - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); -} - -bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags) -{ - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); -} - -bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags) -{ - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); -} -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) { // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. @@ -3515,12 +3590,12 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t namespace ImStb { -static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } -static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; -static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { const ImWchar* text = obj->TextW.Data; const ImWchar* text_remaining = NULL; @@ -3533,19 +3608,20 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* ob r->num_chars = (int)(text_remaining - (text + line_start_idx)); } +// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } -static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } #ifdef __APPLE__ // FIXME: Move setting to IO structure -static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } #else -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } #endif #define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h #define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL -static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) { ImWchar* dst = obj->TextW.Data + pos; @@ -3561,9 +3637,9 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) *dst = '\0'; } -static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) { - const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; const int text_len = obj->CurLenW; IM_ASSERT(pos <= text_len); @@ -3617,7 +3693,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im // stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling // the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) -static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) { stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); @@ -3700,8 +3776,9 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons } // Return false to discard a character. -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) { + IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); unsigned int c = *p_char; // Filter non-printable (NB: isprint is unreliable! see #2467) @@ -3714,15 +3791,18 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } - // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) - if (c == 127) - return false; + if (input_source != ImGuiInputSource_Clipboard) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; - // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) - if (c >= 0xE000 && c <= 0xF8FF) - return false; + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } - // Filter Unicode ranges we are not handling in this build. + // Filter Unicode ranges we are not handling in this build if (c > IM_UNICODE_CODEPOINT_MAX) return false; @@ -3826,7 +3906,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImVec2 inner_size = frame_size; if (is_multiline) { - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) { ItemSize(total_bb, style.FramePadding.y); EndGroup(); @@ -3837,9 +3917,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding); - PopStyleVar(3); + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); + PopStyleVar(2); PopStyleColor(); if (!child_visible) { @@ -3848,14 +3927,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ return false; } draw_window = g.CurrentWindow; // Child window - draw_window->DC.NavLayerActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; inner_size.x -= draw_window->ScrollbarSizes.x; } else { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) - return false; + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) + return false; } const bool hovered = ItemHoverable(frame_bb, id); if (hovered) @@ -3864,12 +3946,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - const bool focus_requested = FocusableItemRegister(window, id); - const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular); - const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + const bool focus_requested_by_code = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_FocusedByCode) != 0; + const bool focus_requested_by_tabbing = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); + const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); @@ -3878,9 +3959,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; - const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); + const bool init_make_active = (user_clicked || user_scroll_finish || user_nav_input_start || focus_requested_by_code || focus_requested_by_tabbing); const bool init_state = (init_make_active || user_scroll_active); - if (init_state && g.ActiveId != id) + if ((init_state && g.ActiveId != id) || init_changed_specs) { // Access state even if we don't own it yet. state = &g.InputTextState; @@ -3902,7 +3984,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Preserve cursor position and undo/redo stack if we come back to same widget // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. - const bool recycle_state = (state->ID == id); + const bool recycle_state = (state->ID == id && !init_changed_specs); if (recycle_state) { // Recycle existing cursor/selection/undo stack but clamp position @@ -3917,9 +3999,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!is_multiline && focus_requested_by_code) select_all = true; } - if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - state->Stb.insert_mode = 1; - if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) + if (!is_multiline && (focus_requested_by_tabbing || (user_clicked && io.KeyCtrl))) select_all = true; } @@ -3997,7 +4079,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ backup_current_text_length = state->CurLenA; state->Edited = false; state->BufCapacityA = buf_size; - state->UserFlags = flags; + state->Flags = flags; state->UserCallback = callback; state->UserCallbackData = callback_user_data; @@ -4008,7 +4090,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Edit in progress const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; - const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize * 0.5f)); + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) @@ -4039,14 +4121,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (state->SelectedAllMouseLock && !io.MouseDown[0]) state->SelectedAllMouseLock = false; - // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. + // It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys. // Win32 and GLFW naturally do it but not SDL. const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) if (!io.InputQueueCharacters.contains('\t')) { unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } @@ -4061,7 +4143,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ unsigned int c = (unsigned int)io.InputQueueCharacters[n]; if (c == '\t' && io.KeyShift) continue; - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } @@ -4125,7 +4207,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else if (!is_readonly) { unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } } @@ -4178,7 +4260,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ s += ImTextCharFromUtf8(&c, s, NULL); if (c == 0) break; - if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } @@ -4296,10 +4378,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); - if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } - if (callback_data.BufDirty) + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (buf_dirty) { IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! if (callback_data.BufTextLen > backup_current_text_length && is_resizable) @@ -4349,7 +4432,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Clear temporary user storage - state->UserFlags = 0; + state->Flags = ImGuiInputTextFlags_None; state->UserCallback = NULL; state->UserCallbackData = NULL; } @@ -4456,10 +4539,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; if (cursor_offset.x < state->ScrollX) state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); - else if (cursor_offset.x - inner_size.x >= state->ScrollX) - state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); + else if (cursor_offset.x - visible_width >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); } else { @@ -4532,7 +4616,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { state->CursorAnim += io.DeltaTime; bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); @@ -4564,14 +4648,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_multiline) { - Dummy(text_size); + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); EndChild(); EndGroup(); } // Log as text if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); LogRenderedText(&draw_pos, buf_display, buf_display_end); + } if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -4579,7 +4666,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) return enter_pressed; else @@ -4608,7 +4695,7 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) { ImGuiWindow* window = GetCurrentWindow(); @@ -4735,11 +4822,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag char* p = buf; while (*p == '#' || ImCharIsBlankA(*p)) p++; - i[0] = i[1] = i[2] = i[3] = 0; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; if (alpha) - sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) else - sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); @@ -5163,7 +5253,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(col_white, false, wheel_thickness); + draw_list->PathStroke(col_white, 0, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices @@ -5244,7 +5334,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl return value_changed; } -// A little colored square. Return true when clicked. +// A little color square. Return true when clicked. // FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. // 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. // Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. @@ -5289,8 +5379,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); - RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); } else { @@ -5299,7 +5389,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (col_source.w < 1.0f) RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else - window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); } RenderNavHighlight(bb, id); if ((flags & ImGuiColorEditFlags_NoBorder) == 0) @@ -5469,7 +5559,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl if (allow_opt_alpha_bar) { if (allow_opt_picker) Separator(); - CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); } EndPopup(); } @@ -5677,7 +5767,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5778,19 +5868,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l text_pos.x -= text_offset_x; if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) - { - // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. - const char log_prefix[] = "\n##"; - const char log_suffix[] = "##"; - LogRenderedText(&text_pos, log_prefix, log_prefix + 3); - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - LogRenderedText(&text_pos, log_suffix, log_suffix + 2); - } - else - { - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - } + LogSetNextTextDecoration("###", "###"); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); } else { @@ -5806,13 +5887,13 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l else if (!is_leaf) RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) - LogRenderedText(&text_pos, ">"); + LogSetNextTextDecoration(">", NULL); RenderText(text_pos, label, label_end, false); } if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5854,7 +5935,7 @@ void ImGui::TreePop() if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { - SetNavID(window->IDStack.back(), g.NavLayer, 0); + SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); NavMoveRequestCancel(); } window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; @@ -5892,21 +5973,25 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); } -bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags) +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - if (p_open && !*p_open) + if (p_visible && !*p_visible) return false; ImGuiID id = window->GetID(label); flags |= ImGuiTreeNodeFlags_CollapsingHeader; - if (p_open) + if (p_visible) flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; bool is_open = TreeNodeBehavior(id, flags, label); - if (p_open != NULL) + if (p_visible != NULL) { // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. @@ -5918,7 +6003,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags float button_y = window->DC.LastItemRect.Min.y; ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); if (CloseButton(close_button_id, ImVec2(button_x, button_y))) - *p_open = false; + *p_visible = false; last_item_backup.Restore(); } @@ -5944,10 +6029,6 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; - if (span_all_columns && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. - PushColumnsBackground(); - // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. ImGuiID id = window->GetID(label); ImVec2 label_size = CalcTextSize(label, NULL, true); @@ -5957,7 +6038,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ItemSize(size, 0.0f); // Fill horizontal space - // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitely right-aligned sizes not visibly match other widgets. + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) @@ -5971,7 +6053,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImRect bb(min_x, pos.y, text_max.x, text_max.y); if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) { - const float spacing_x = style.ItemSpacing.x; + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; const float spacing_y = style.ItemSpacing.y; const float spacing_L = IM_FLOOR(spacing_x * 0.50f); const float spacing_U = IM_FLOOR(spacing_y * 0.50f); @@ -5982,25 +6064,44 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl } //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + if (span_all_columns) + { + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + } + bool item_add; if (flags & ImGuiSelectableFlags_Disabled) { - ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; item_add = ItemAdd(bb, id); - window->DC.ItemFlags = backup_item_flags; + g.CurrentItemFlags = backup_item_flags; } else { item_add = ItemAdd(bb, id); } - if (!item_add) + + if (span_all_columns) { - if (span_all_columns && window->DC.CurrentColumns) - PopColumnsBackground(); - return false; + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; } + if (!item_add) + return false; + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns && window->DC.CurrentColumns) + PushColumnsBackground(); + else if (span_all_columns && g.CurrentTable) + TablePushBackgroundChannel(); + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } @@ -6022,8 +6123,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); g.NavDisableHighlight = true; - SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent); } } if (pressed) @@ -6048,16 +6149,18 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); + else if (span_all_columns && g.CurrentTable) + TablePopBackgroundChannel(); if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); // Automatically close popups - if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.CurrentItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return pressed; } @@ -6074,18 +6177,14 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags //------------------------------------------------------------------------- // [SECTION] Widgets: ListBox //------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() // - ListBox() -// - ListBoxHeader() -// - ListBoxFooter() -//------------------------------------------------------------------------- -// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox -// and promote using them over existing ListBox() functions, similarly to change with combo boxes. //------------------------------------------------------------------------- -// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. -// Helper to calculate the size of a listbox and display a label on the right. -// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" -bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -6096,12 +6195,12 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. g.NextItemData.ClearFlags(); if (!IsRectVisible(bb.Min, bb.Max)) @@ -6111,48 +6210,42 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) return false; } + // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. BeginGroup(); - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + } BeginChildFrame(id, frame_bb.GetSize()); return true; } -// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// OBSOLETED in 1.81 (from February 2021) bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) { - // Size default to hold ~7.25 items. - // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. - // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. - // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. - if (height_in_items < 0) - height_in_items = ImMin(items_count, 7); - const ImGuiStyle& style = GetStyle(); - float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); - - // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). + // If height_in_items == -1, default height is maximum 7. + ImGuiContext& g = *GImGui; + float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; ImVec2 size; size.x = 0.0f; - size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); - return ListBoxHeader(label, size); + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; + return BeginListBox(label, size); } +#endif -// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. -void ImGui::ListBoxFooter() +void ImGui::EndListBox() { - ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; - const ImRect bb = parent_window->DC.LastItemRect; - const ImGuiStyle& style = GetStyle(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); EndChildFrame(); - - // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) - // We call SameLine() to restore DC.CurrentLine* data - SameLine(); - parent_window->DC.CursorPos = bb.Min; - ItemSize(bb, style.FramePadding.y); - EndGroup(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label } bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) @@ -6161,25 +6254,35 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* const item return value_changed; } +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) { - if (!ListBoxHeader(label, items_count, height_in_items)) + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) return false; - // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. - ImGuiContext& g = *GImGui; + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. bool value_changed = false; ImGuiListClipper clipper; clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { - const bool item_selected = (i == *current_item); const char* item_text; if (!items_getter(data, i, &item_text)) item_text = "*Unknown item*"; PushID(i); + const bool item_selected = (i == *current_item); if (Selectable(item_text, item_selected)) { *current_item = i; @@ -6189,7 +6292,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v SetItemDefaultFocus(); PopID(); } - ListBoxFooter(); + EndListBox(); if (value_changed) MarkItemEdited(g.CurrentWindow->DC.LastItemId); @@ -6203,6 +6306,11 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // - PlotLines() // - PlotHistogram() //------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) { @@ -6409,13 +6517,6 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) //------------------------------------------------------------------------- // Helpers for internal use -ImGuiMenuColumns::ImGuiMenuColumns() -{ - Spacing = Width = NextWidth = 0.0f; - memset(Pos, 0, sizeof(Pos)); - memset(NextWidths, 0, sizeof(NextWidths)); -} - void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { IM_ASSERT(count == IM_ARRAYSIZE(Pos)); @@ -6473,7 +6574,7 @@ bool ImGui::BeginMenuBar() clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); - // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analoguous here, maybe a BeginGroupEx() with flags). + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; @@ -6500,47 +6601,86 @@ void ImGui::EndMenuBar() // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) const ImGuiNavLayer layer = ImGuiNavLayer_Menu; - IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavLayer = layer; + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavDisableMouseHover = g.NavMousePosDirty = true; g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; NavMoveRequestCancel(); } } + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); IM_ASSERT(window->DC.MenuBarAppending); PopClipRect(); PopID(); - window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. - window->DC.GroupStack.back().EmitItem = false; + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + g.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.MenuBarAppending = false; } -// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkOffsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkOffsetMax[axis] -= axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + bool ImGui::BeginMainMenuBar() { ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); - SetNextWindowPos(ImVec2(0.0f, 0.0f)); - SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); - PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); - PopStyleVar(2); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - if (!is_open) - { + + if (is_open) + BeginMenuBar(); + else End(); - return false; - } - return true; //-V1020 + return is_open; } void ImGui::EndMainMenuBar() @@ -6574,7 +6714,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. - // If somehow this is ever becoming a problem we can switch to use e.g. a ImGuiStorager mapping key to last frame used. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. if (g.MenusIdSubmittedThisFrame.contains(id)) { if (menu_is_open) @@ -6694,7 +6834,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) ClosePopupToLevel(g.BeginPopupStack.Size, true); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { @@ -6709,7 +6849,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menu_is_open) { - SetNextWindowPos(popup_pos, ImGuiCond_Always); + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos. menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) } else @@ -6754,11 +6894,11 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful - // Note that in this situation we render neither the shortcut neither the selected tick mark + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. float w = label_size.x; window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); - pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); + pressed = Selectable(label, selected, flags, ImVec2(w, 0.0f)); PopStyleVar(); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } @@ -6781,7 +6921,7 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); } - IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } @@ -6830,34 +6970,29 @@ namespace ImGui static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); static float TabBarCalcMaxTabWidth(); static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); - static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); } ImGuiTabBar::ImGuiTabBar() { - ID = 0; - SelectedTabId = NextSelectedTabId = VisibleTabId = 0; + memset(this, 0, sizeof(*this)); CurrFrameVisible = PrevFrameVisible = -1; - LastTabContentHeight = 0.0f; - WidthAllTabs = WidthAllTabsIdeal = 0.0f; - ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; - ScrollingRectMinX = ScrollingRectMaxX = 0.0f; - Flags = ImGuiTabBarFlags_None; - ReorderRequestTabId = 0; - ReorderRequestDir = 0; - TabsActiveCount = 0; - WantLayout = VisibleTabWasSubmitted = TabsAddedNew = false; LastTabItemIdx = -1; } +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) { const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; - const int a_section = (a->Flags & ImGuiTabItemFlags_Leading) ? 0 : (a->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; - const int b_section = (b->Flags & ImGuiTabItemFlags_Leading) ? 0 : (b->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); if (a_section != b_section) return a_section - b_section; return (int)(a->IndexDuringLayout - b->IndexDuringLayout); @@ -6912,10 +7047,12 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); g.CurrentTabBar = tab_bar; + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; if (tab_bar->CurrFrameVisible == g.FrameCount) { - //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); - IM_ASSERT(0); + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; return true; } @@ -6934,12 +7071,15 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; tab_bar->FramePadding = g.Style.FramePadding; tab_bar->TabsActiveCount = 0; + tab_bar->BeginCount = 1; // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap - window->DC.CursorPos.x = tab_bar->BarRect.Min.x; - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + g.Style.ItemSpacing.y; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); // Draw separator const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); @@ -6965,15 +7105,24 @@ void ImGui::EndTabBar() IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); return; } - if (tab_bar->WantLayout) // Fallback in case no TabItem have been submitted + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) TabBarLayout(tab_bar); // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) - tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } else - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); @@ -7009,14 +7158,14 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; tab = &tab_bar->Tabs[tab_dst_n]; - tab->IndexDuringLayout = (ImS8)tab_dst_n; + tab->IndexDuringLayout = (ImS16)tab_dst_n; // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) - int curr_tab_section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int curr_tab_section_n = TabItemGetSectionIdx(tab); if (tab_dst_n > 0) { ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; - int prev_tab_section_n = (prev_tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (prev_tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); if (curr_tab_section_n == 0 && prev_tab_section_n != 0) need_sort_by_section = true; if (prev_tab_section_n == 2 && curr_tab_section_n != 2) @@ -7037,12 +7186,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; // Setup next selected tab - ImGuiID scroll_track_selected_tab_id = 0; + ImGuiID scroll_to_tab_id = 0; if (tab_bar->NextSelectedTabId) { tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; tab_bar->NextSelectedTabId = 0; - scroll_track_selected_tab_id = tab_bar->SelectedTabId; + scroll_to_tab_id = tab_bar->SelectedTabId; } // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). @@ -7050,7 +7199,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { if (TabBarProcessReorder(tab_bar)) if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) - scroll_track_selected_tab_id = tab_bar->ReorderRequestTabId; + scroll_to_tab_id = tab_bar->ReorderRequestTabId; tab_bar->ReorderRequestTabId = 0; } @@ -7058,7 +7207,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; if (tab_list_popup_button) if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! - scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central // (whereas our tabs are stored as: leading, central, trailing) @@ -7078,8 +7227,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) most_recently_selected_tab = tab; if (tab->ID == tab_bar->SelectedTabId) found_selected_tab_id = true; - if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) - scroll_track_selected_tab_id = tab->ID; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, @@ -7088,12 +7237,13 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; - int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = §ions[section_n]; section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); curr_section_n = section_n; // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); int shrink_buffer_index = shrink_buffer_indexes[section_n]++; g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; @@ -7110,11 +7260,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Horizontal scrolling buttons // (note that TabBarScrollButtons() will alter BarRect.Max.x) if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) - if (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) { - scroll_track_selected_tab_id = scroll_track_selected_tab->ID; - if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button)) - tab_bar->SelectedTabId = scroll_track_selected_tab_id; + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; } // Shrink widths if full tabs don't fit in their allocated space @@ -7143,7 +7293,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (shrinked_width < 0.0f) continue; - int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int section_n = TabItemGetSectionIdx(tab); sections[section_n].Width -= (tab->Width - shrinked_width); tab->Width = shrinked_width; } @@ -7174,16 +7324,15 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (found_selected_tab_id == false) tab_bar->SelectedTabId = 0; if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) - scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; // Lock in visible tab tab_bar->VisibleTabId = tab_bar->SelectedTabId; tab_bar->VisibleTabWasSubmitted = false; // Update scrolling - if (scroll_track_selected_tab_id) - if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) - TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections); + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) @@ -7209,7 +7358,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) ImGuiWindow* window = g.CurrentWindow; window->DC.CursorPos = tab_bar->BarRect.Min; - ItemSize(ImVec2(tab_bar->WidthAllTabsIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); } // Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. @@ -7282,9 +7432,13 @@ static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) return ImMax(scrolling, 0.0f); } -static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections) +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) { - if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) return; ImGuiContext& g = *GImGui; @@ -7313,12 +7467,48 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, Im } } -void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset) { - IM_ASSERT(dir == -1 || dir == +1); + IM_ASSERT(offset != 0); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestDir = (ImS8)dir; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); } bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) @@ -7328,19 +7518,23 @@ bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) return false; //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools - int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset; if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) return false; - // Reordered TabItem must share the same position flags than target + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; if (tab2->Flags & ImGuiTabItemFlags_NoReorder) return false; - if ((tab1->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (tab2->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))) + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) return false; ImGuiTabItem item_tmp = *tab1; - *tab1 = *tab2; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); *tab2 = item_tmp; if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) @@ -7399,7 +7593,7 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) { target_order += select_dir; selected_order += select_dir; - tab_to_scroll_to = (target_order <= 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; } } } @@ -7500,7 +7694,7 @@ void ImGui::EndTabItem() IM_ASSERT(tab_bar->LastTabItemIdx >= 0); ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) - window->IDStack.pop_back(); + PopID(); } bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) @@ -7568,7 +7762,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->TabsAddedNew = true; tab_is_new = true; } - tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); tab->ContentWidth = size.x; tab->BeginOrder = tab_bar->TabsActiveCount++; @@ -7580,7 +7774,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab->Flags = flags; // Append name with zero-terminator - tab->NameOffset = (ImS16)tab_bar->TabsNames.size(); + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Update selected tab @@ -7622,7 +7816,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; // Layout - const bool is_central_section = (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) == 0; + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; size.x = tab->Width; if (is_central_section) window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); @@ -7659,7 +7853,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, hovered |= (g.HoveredId == id); // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) - if (!held) + if (g.ActiveId != id) SetItemAllowOverlap(); // Drag and drop: re-order tabs @@ -7670,19 +7864,17 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) { - if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueReorder(tab_bar, tab, -1); + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { - if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueReorder(tab_bar, tab, +1); + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } } } #if 0 - if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->ContentWidth) + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); @@ -7708,7 +7900,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Render tab label, process close button const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; - bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible); + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); if (just_closed && p_open != NULL) { *p_open = false; @@ -7722,7 +7916,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) - if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) + if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); @@ -7781,18 +7975,24 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); - draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); } } // Render text label (with custom clipping) + Unsaved Document marker + Close Button logic // We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. -bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible) +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) { ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + if (bb.GetWidth() <= 1.0f) - return false; + return; // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) // But right now if you want to alter text color of tabs this is what you need to do. @@ -7813,6 +8013,13 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, } ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + // Close Button // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() // 'hovered' will be true when hovering the Tab but NOT when hovering the close button @@ -7850,450 +8057,9 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, g.Style.Alpha = backup_alpha; #endif - return close_button_pressed; -} - - -//------------------------------------------------------------------------- -// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. -// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. -//------------------------------------------------------------------------- -// - SetWindowClipRectBeforeSetChannel() [Internal] -// - GetColumnIndex() -// - GetColumnCount() -// - GetColumnOffset() -// - GetColumnWidth() -// - SetColumnOffset() -// - SetColumnWidth() -// - PushColumnClipRect() [Internal] -// - PushColumnsBackground() [Internal] -// - PopColumnsBackground() [Internal] -// - FindOrCreateColumns() [Internal] -// - GetColumnsID() [Internal] -// - BeginColumns() -// - NextColumn() -// - EndColumns() -// - Columns() -//------------------------------------------------------------------------- - -// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, -// they would meddle many times with the underlying ImDrawCmd. -// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let -// the subsequent single call to SetCurrentChannel() does it things once. -void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) -{ - ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); - window->ClipRect = clip_rect; - window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; - window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; + if (out_just_closed) + *out_just_closed = close_button_pressed; } -int ImGui::GetColumnIndex() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; -} - -int ImGui::GetColumnsCount() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; -} - -float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm) -{ - return offset_norm * (columns->OffMaxX - columns->OffMinX); -} - -float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset) -{ - return offset / (columns->OffMaxX - columns->OffMinX); -} - -static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; - -static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) -{ - // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing - // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. - IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); - - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; - x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); - if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) - x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); - - return x; -} - -float ImGui::GetColumnOffset(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns == NULL) - return 0.0f; - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const float t = columns->Columns[column_index].OffsetNorm; - const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); - return x_offset; -} - -static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) -{ - if (column_index < 0) - column_index = columns->Current; - - float offset_norm; - if (before_resize) - offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; - else - offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; - return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); -} - -float ImGui::GetColumnWidth(int column_index) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns == NULL) - return GetContentRegionAvail().x; - - if (column_index < 0) - column_index = columns->Current; - return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); -} - -void ImGui::SetColumnOffset(int column_index, float offset) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count - 1); - const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; - - if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) - offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); - columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); - - if (preserve_width) - SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); -} - -void ImGui::SetColumnWidth(int column_index, float width) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); -} - -void ImGui::PushColumnClipRect(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (column_index < 0) - column_index = columns->Current; - - ImGuiColumnData* column = &columns->Columns[column_index]; - PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); -} - -// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) -void ImGui::PushColumnsBackground() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns->Count == 1) - return; - - // Optimization: avoid SetCurrentChannel() + PushClipRect() - columns->HostBackupClipRect = window->ClipRect; - SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); - columns->Splitter.SetCurrentChannel(window->DrawList, 0); -} - -void ImGui::PopColumnsBackground() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns->Count == 1) - return; - - // Optimization: avoid PopClipRect() + SetCurrentChannel() - SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); - columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); -} - -ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) -{ - // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. - for (int n = 0; n < window->ColumnsStorage.Size; n++) - if (window->ColumnsStorage[n].ID == id) - return &window->ColumnsStorage[n]; - - window->ColumnsStorage.push_back(ImGuiColumns()); - ImGuiColumns* columns = &window->ColumnsStorage.back(); - columns->ID = id; - return columns; -} - -ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) -{ - ImGuiWindow* window = GetCurrentWindow(); - - // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. - // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. - PushID(0x11223347 + (str_id ? 0 : columns_count)); - ImGuiID id = window->GetID(str_id ? str_id : "columns"); - PopID(); - - return id; -} - -void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - IM_ASSERT(columns_count >= 1); - IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported - - // Acquire storage for the columns set - ImGuiID id = GetColumnsID(str_id, columns_count); - ImGuiColumns* columns = FindOrCreateColumns(window, id); - IM_ASSERT(columns->ID == id); - columns->Current = 0; - columns->Count = columns_count; - columns->Flags = flags; - window->DC.CurrentColumns = columns; - - columns->HostCursorPosY = window->DC.CursorPos.y; - columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; - columns->HostInitialClipRect = window->ClipRect; - columns->HostBackupParentWorkRect = window->ParentWorkRect; - window->ParentWorkRect = window->WorkRect; - - // Set state for first column - // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect - const float column_padding = g.Style.ItemSpacing.x; - const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); - const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); - const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; - columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); - columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); - columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; - - // Clear data if columns count changed - if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) - columns->Columns.resize(0); - - // Initialize default widths - columns->IsFirstFrame = (columns->Columns.Size == 0); - if (columns->Columns.Size == 0) - { - columns->Columns.reserve(columns_count + 1); - for (int n = 0; n < columns_count + 1; n++) - { - ImGuiColumnData column; - column.OffsetNorm = n / (float)columns_count; - columns->Columns.push_back(column); - } - } - - for (int n = 0; n < columns_count; n++) - { - // Compute clipping rectangle - ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); - float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); - column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); - column->ClipRect.ClipWithFull(window->ClipRect); - } - - if (columns->Count > 1) - { - columns->Splitter.Split(window->DrawList, 1 + columns->Count); - columns->Splitter.SetCurrentChannel(window->DrawList, 1); - PushColumnClipRect(0); - } - - // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. - float offset_0 = GetColumnOffset(columns->Current); - float offset_1 = GetColumnOffset(columns->Current + 1); - float width = offset_1 - offset_0; - PushItemWidth(width * 0.65f); - window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; -} - -void ImGui::NextColumn() -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems || window->DC.CurrentColumns == NULL) - return; - - ImGuiContext& g = *GImGui; - ImGuiColumns* columns = window->DC.CurrentColumns; - - if (columns->Count == 1) - { - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - IM_ASSERT(columns->Current == 0); - return; - } - - // Next column - if (++columns->Current == columns->Count) - columns->Current = 0; - - PopItemWidth(); - - // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() - // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), - ImGuiColumnData* column = &columns->Columns[columns->Current]; - SetWindowClipRectBeforeSetChannel(window, column->ClipRect); - columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); - - const float column_padding = g.Style.ItemSpacing.x; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - if (columns->Current > 0) - { - // Columns 1+ ignore IndentX (by canceling it out) - // FIXME-COLUMNS: Unnecessary, could be locked? - window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; - } - else - { - // New row/line: column 0 honor IndentX. - window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - columns->LineMinY = columns->LineMaxY; - } - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = columns->LineMinY; - window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrLineTextBaseOffset = 0.0f; - - // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. - float offset_0 = GetColumnOffset(columns->Current); - float offset_1 = GetColumnOffset(columns->Current + 1); - float width = offset_1 - offset_0; - PushItemWidth(width * 0.65f); - window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; -} - -void ImGui::EndColumns() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - PopItemWidth(); - if (columns->Count > 1) - { - PopClipRect(); - columns->Splitter.Merge(window->DrawList); - } - - const ImGuiColumnsFlags flags = columns->Flags; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = columns->LineMaxY; - if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent - - // Draw columns borders and handle resize - // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy - bool is_being_resized = false; - if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) - { - // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. - const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); - const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); - int dragging_column = -1; - for (int n = 1; n < columns->Count; n++) - { - ImGuiColumnData* column = &columns->Columns[n]; - float x = window->Pos.x + GetColumnOffset(n); - const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; - const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); - KeepAliveID(column_id); - if (IsClippedEx(column_hit_rect, column_id, false)) - continue; - - bool hovered = false, held = false; - if (!(flags & ImGuiColumnsFlags_NoResize)) - { - ButtonBehavior(column_hit_rect, column_id, &hovered, &held); - if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) - dragging_column = n; - } - - // Draw column - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = IM_FLOOR(x); - window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); - } - - // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. - if (dragging_column != -1) - { - if (!columns->IsBeingResized) - for (int n = 0; n < columns->Count + 1; n++) - columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; - columns->IsBeingResized = is_being_resized = true; - float x = GetDraggedColumnOffset(columns, dragging_column); - SetColumnOffset(dragging_column, x); - } - } - columns->IsBeingResized = is_being_resized; - - window->WorkRect = window->ParentWorkRect; - window->ParentWorkRect = columns->HostBackupParentWorkRect; - window->DC.CurrentColumns = NULL; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); -} - -// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] -void ImGui::Columns(int columns_count, const char* id, bool border) -{ - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); - - ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); - //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) - return; - - if (columns != NULL) - EndColumns(); - - if (columns_count != 1) - BeginColumns(id, columns_count, flags); -} - -//------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE diff --git a/Evolve_goldberg/ImGui/impls/imgui_impl_opengl3.cpp b/Evolve_goldberg/ImGui/impls/imgui_impl_opengl3.cpp index c0ff9e2..86b3111 100644 --- a/Evolve_goldberg/ImGui/impls/imgui_impl_opengl3.cpp +++ b/Evolve_goldberg/ImGui/impls/imgui_impl_opengl3.cpp @@ -1,18 +1,26 @@ -// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// 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 Binding (e.g. GLFW, SDL, Win32, custom..) +// 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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// 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) +// 2021-05-24: 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. @@ -73,7 +81,7 @@ #define _CRT_SECURE_NO_WARNINGS #endif -#include "../imgui.h" +#include "imgui.h" #include "imgui_impl_opengl3.h" #include #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier @@ -133,6 +141,16 @@ using namespace gl; #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 static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. @@ -141,21 +159,29 @@ static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; +static bool g_HasClipOrigin = false; // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { // Query for GL version (e.g. 320 for GL 3.2) #if !defined(IMGUI_IMPL_OPENGL_ES2) - GLint major, minor; + 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 "." + const char* gl_version = (const char*)glGetString(GL_VERSION); + sscanf(gl_version, "%d.%d", &major, &minor); + } g_GlVersion = (GLuint)(major * 100 + minor * 10); #else g_GlVersion = 200; // GLES 2 #endif - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3"; #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET @@ -213,6 +239,19 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) GLint current_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + // Detect extensions we support + g_HasClipOrigin = (g_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) + g_HasClipOrigin = true; + } +#endif + return true; } @@ -233,20 +272,28 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); - 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); 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 (g_GlVersion >= 310) + glDisable(GL_PRIMITIVE_RESTART); +#endif #ifdef GL_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 defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) - GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); - if (current_clip_origin == GL_UPPER_LEFT) - clip_origin_lower_left = false; + if (g_HasClipOrigin) + { + GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); + if (current_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; + } #endif // Setup viewport, orthographic projection matrix @@ -256,7 +303,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid 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 }, @@ -267,12 +316,12 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - + #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER if (g_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; #ifndef IMGUI_IMPL_OPENGL_ES2 glBindVertexArray(vertex_array_object); @@ -290,8 +339,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid } // OpenGL3 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) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +// 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) @@ -326,7 +375,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) 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 = (g_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) @@ -377,7 +430,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (g_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); @@ -411,7 +464,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) 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 (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } +#endif + #ifdef GL_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); #endif @@ -440,7 +498,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier - io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; + io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); @@ -454,7 +512,7 @@ void ImGui_ImplOpenGL3_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); glDeleteTextures(1, &g_FontTexture); - io.Fonts->TexID = 0; + io.Fonts->SetTexID(0); g_FontTexture = 0; } } diff --git a/Evolve_goldberg/ImGui/impls/imgui_impl_opengl3.h b/Evolve_goldberg/ImGui/impls/imgui_impl_opengl3.h index 6b5e925..26baf6e 100644 --- a/Evolve_goldberg/ImGui/impls/imgui_impl_opengl3.h +++ b/Evolve_goldberg/ImGui/impls/imgui_impl_opengl3.h @@ -1,15 +1,16 @@ -// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// 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 Binding (e.g. GLFW, SDL, Win32, custom..) +// 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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// 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 Desktop OpenGL function loaders: // Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. @@ -22,7 +23,7 @@ // 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 +#include "imgui.h" // IMGUI_IMPL_API // Backend API IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); diff --git a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx10.cpp b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx10.cpp index 5b0e9bd..7816958 100644 --- a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx10.cpp +++ b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx10.cpp @@ -1,16 +1,19 @@ -// dear imgui: Renderer for DirectX10 -// This needs to be used along with a Platform Binding (e.g. Win32) +// 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 binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// 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: 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. @@ -19,12 +22,12 @@ // 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 back-ends. +// 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.h" #include "imgui_impl_dx10.h" // DirectX @@ -88,7 +91,6 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* } // 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_ImplDX10_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized @@ -236,7 +238,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ctx->RSSetScissorRects(1, &r); // Bind texture, Draw - ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId; + 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); } @@ -291,6 +293,7 @@ static void ImGui_ImplDX10_CreateFontsTexture() subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != NULL); // Create texture view D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; @@ -304,7 +307,7 @@ static void ImGui_ImplDX10_CreateFontsTexture() } // Store our identifier - io.Fonts->TexID = (ImTextureID)g_pFontTextureView; + io.Fonts->SetTexID((ImTextureID)g_pFontTextureView); // Create texture sampler { @@ -378,8 +381,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOp = D3D10_BLEND_OP_ADD; - desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; - desc.DestBlendAlpha = D3D10_BLEND_ZERO; + 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; g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); @@ -421,7 +424,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() return; if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } @@ -436,7 +439,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() bool ImGui_ImplDX10_Init(ID3D10Device* device) { - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx10"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. diff --git a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx10.h b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx10.h index 007071a..d9388aa 100644 --- a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx10.h +++ b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx10.h @@ -1,16 +1,17 @@ -// dear imgui: Renderer for DirectX10 -// This needs to be used along with a Platform Binding (e.g. Win32) +// 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 binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// 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 "imgui.h" // IMGUI_IMPL_API struct ID3D10Device; diff --git a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx11.cpp b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx11.cpp index cff5a8b..2291af5 100644 --- a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -1,16 +1,19 @@ -// dear imgui: Renderer for DirectX11 -// This needs to be used along with a Platform Binding (e.g. Win32) +// 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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp -// https://github.com/ocornut/imgui +// 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: 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. @@ -25,7 +28,7 @@ // 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.h" #include "imgui_impl_dx11.h" // DirectX @@ -92,7 +95,6 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC } // 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_ImplDX11_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized @@ -210,7 +212,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) 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); @@ -246,7 +248,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ctx->RSSetScissorRects(1, &r); // Bind texture, Draw - ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId; + 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); } @@ -303,6 +305,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != NULL); // Create texture view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; @@ -316,7 +319,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() } // Store our identifier - io.Fonts->TexID = (ImTextureID)g_pFontTextureView; + io.Fonts->SetTexID((ImTextureID)g_pFontTextureView); // Create texture sampler { @@ -503,8 +506,8 @@ bool ImGui_ImplDX11_CreateDeviceObjects() 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_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; + 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; g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); @@ -546,7 +549,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() return; if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } @@ -561,7 +564,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. diff --git a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx11.h b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx11.h index dcdefa3..dcee1fb 100644 --- a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx11.h +++ b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx11.h @@ -1,16 +1,17 @@ -// dear imgui: Renderer for DirectX11 -// This needs to be used along with a Platform Binding (e.g. Win32) +// 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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// 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 "imgui.h" // IMGUI_IMPL_API struct ID3D11Device; struct ID3D11DeviceContext; diff --git a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx12.cpp b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx12.cpp index 1eb4356..3cf8d85 100644 --- a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx12.cpp +++ b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx12.cpp @@ -9,12 +9,15 @@ // 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 copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// 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: 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. @@ -29,7 +32,7 @@ // 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.h" #include "imgui_impl_dx12.h" // DirectX @@ -236,7 +239,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; if (r.right > r.left && r.bottom > r.top) { - ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); + D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; + texture_handle.ptr = (UINT64)(intptr_t)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); } @@ -393,7 +398,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() // Store our identifier static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); - io.Fonts->TexID = (ImTextureID)g_hFontSrvGpuDescHandle.ptr; + io.Fonts->SetTexID((ImTextureID)g_hFontSrvGpuDescHandle.ptr); } bool ImGui_ImplDX12_CreateDeviceObjects() @@ -529,8 +534,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects() 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_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; + 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; } @@ -582,7 +587,7 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() SafeRelease(g_pFontTextureResource); ImGuiIO& io = ImGui::GetIO(); - io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. for (UINT i = 0; i < g_numFramesInFlight; i++) { diff --git a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx12.h b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx12.h index d71ac7b..226cb17 100644 --- a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx12.h +++ b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx12.h @@ -9,12 +9,13 @@ // 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 copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// 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 "imgui.h" // IMGUI_IMPL_API #ifdef _MSC_VER #pragma warning (push) diff --git a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx9.cpp b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx9.cpp index 69150e9..da8f957 100644 --- a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx9.cpp @@ -1,16 +1,22 @@ -// dear imgui: Renderer for DirectX9 -// This needs to be used along with a Platform Binding (e.g. Win32) +// 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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// 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: 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(). @@ -22,13 +28,11 @@ // 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.h" #include "imgui_impl_dx9.h" // DirectX #include -#define DIRECTINPUT_VERSION 0x0800 -#include // DirectX data static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; @@ -45,6 +49,12 @@ struct CUSTOMVERTEX }; #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 + static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) { // Setup viewport @@ -59,17 +69,26 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) g_pd3dDevice->SetPixelShader(NULL); g_pd3dDevice->SetVertexShader(NULL); + g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); @@ -102,7 +121,6 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) } // 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_ImplDX9_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized @@ -129,24 +147,37 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) IDirect3DStateBlock9* d3d9_state_block = NULL; if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; + if (d3d9_state_block->Capture() < 0) + { + d3d9_state_block->Release(); + return; + } - d3d9_state_block->Capture(); // 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; g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); - // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. - // FIXME-OPT: This is a 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; } + // Allocate buffers CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + d3d9_state_block->Release(); return; + } if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + g_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]; @@ -156,7 +187,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) 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 = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 + 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++; @@ -197,7 +228,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) else { const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; - const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); g_pd3dDevice->SetTexture(0, texture); g_pd3dDevice->SetScissorRect(&r); g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); @@ -219,7 +250,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx9"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. @@ -243,6 +274,17 @@ static bool ImGui_ImplDX9_CreateFontsTexture() 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(width * height * bytes_per_pixel); + for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + 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 g_FontTexture = NULL; if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) @@ -255,7 +297,12 @@ static bool ImGui_ImplDX9_CreateFontsTexture() g_FontTexture->UnlockRect(0); // Store our identifier - io.Fonts->TexID = (ImTextureID)g_FontTexture; + io.Fonts->SetTexID((ImTextureID)g_FontTexture); + +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + if (io.Fonts->TexPixelsUseColors) + ImGui::MemFree(pixels); +#endif return true; } @@ -275,7 +322,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() return; if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. } bool ImGui_ImplDX9_NewFrame() diff --git a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx9.h b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx9.h index 981f3bb..45d7aea 100644 --- a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx9.h +++ b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_dx9.h @@ -1,16 +1,17 @@ -// dear imgui: Renderer for DirectX9 -// This needs to be used along with a Platform Binding (e.g. Win32) +// 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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// 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 "imgui.h" // IMGUI_IMPL_API struct IDirect3DDevice9; diff --git a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_win32.cpp b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_win32.cpp index d055e73..b654fde 100644 --- a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_win32.cpp +++ b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_win32.cpp @@ -1,4 +1,4 @@ -// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// 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: @@ -7,27 +7,37 @@ // [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'. -#include "../../imgui.h" +// 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 #include +#include + +// Configuration flags to add in your imconfig.h file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support (this used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now. -// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7) +// Using XInput for gamepad (will load DLL dynamically) #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -#include -#else -#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT -#endif -#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT) -#pragma comment(lib, "xinput") -//#pragma comment(lib, "Xinput9_1_0") +#include +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) +// 2021-03-23: 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. @@ -60,6 +70,13 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; static bool g_HasGamepad = false; static bool g_WantUpdateHasGamepad = true; +// XInput DLL and functions +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +static HMODULE g_XInputDLL = NULL; +static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL; +static PFN_XInputGetState g_XInputGetState = NULL; +#endif + // Functions bool ImGui_ImplWin32_Init(void* hwnd) { @@ -68,7 +85,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) return false; - // Setup back-end capabilities flags + // Setup backend capabilities flags g_hWnd = (HWND)hwnd; ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) @@ -76,7 +93,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) io.BackendPlatformName = "imgui_impl_win32"; io.ImeWindowHandle = hwnd; - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + // 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; @@ -100,12 +117,46 @@ bool ImGui_ImplWin32_Init(void* hwnd) 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])) + { + g_XInputDLL = dll; + g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + return true; } void ImGui_ImplWin32_Shutdown() { - g_hWnd = (HWND)0; + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (g_XInputDLL) + ::FreeLibrary(g_XInputDLL); + g_XInputDLL = NULL; + g_XInputGetCapabilities = NULL; + g_XInputGetState = NULL; +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + g_hWnd = NULL; + g_Time = 0; + g_TicksPerSecond = 0; + g_LastMouseCursor = ImGuiMouseCursor_COUNT; + g_HasGamepad = false; + g_WantUpdateHasGamepad = true; } static bool ImGui_ImplWin32_UpdateMouseCursor() @@ -144,13 +195,14 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() static void ImGui_ImplWin32_UpdateMousePos() { ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(g_hWnd != 0); // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) if (io.WantSetMousePos) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; - ::ClientToScreen(g_hWnd, &pos); - ::SetCursorPos(pos.x, pos.y); + if (::ClientToScreen(g_hWnd, &pos)) + ::SetCursorPos(pos.x, pos.y); } // Set mouse position @@ -176,13 +228,13 @@ static void ImGui_ImplWin32_UpdateGamepads() if (g_WantUpdateHasGamepad) { XINPUT_CAPABILITIES caps; - g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); + g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; g_WantUpdateHasGamepad = false; } - XINPUT_STATE xinput_state; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + XINPUT_STATE xinput_state; + if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS) { const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; @@ -214,15 +266,15 @@ static void ImGui_ImplWin32_UpdateGamepads() void ImGui_ImplWin32_NewFrame() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); // Setup display size (every frame to accommodate for window resizing) - RECT rect; + RECT rect = { 0, 0, 0, 0 }; ::GetClientRect(g_hWnd, &rect); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Setup time step - INT64 current_time; + INT64 current_time = 0; ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; @@ -259,7 +311,7 @@ void ImGui_ImplWin32_NewFrame() // Win32 message handler (process Win32 mouse/keyboard inputs, etc.) // Call from your application's message handler. -// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// 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. @@ -323,6 +375,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (wParam < 256) io.KeysDown[wParam] = 0; return 0; + case WM_KILLFOCUS: + memset(io.KeysDown, 0, sizeof(io.KeysDown)); + return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. if (wParam > 0 && wParam < 0x10000) @@ -352,7 +407,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA //--------------------------------------------------------------------------------------------------------- // 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 back-end for your own engine, you may ignore that noise. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. //--------------------------------------------------------------------------------------------------------- // Implement some of the functions and types normally declared in recent Windows SDK. @@ -366,7 +421,9 @@ static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); return ::VerifyVersionInfoW(&osvi, mask, cond); } -#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE +#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 #endif #ifndef DPI_ENUMS_DECLARED @@ -411,7 +468,7 @@ void ImGui_ImplWin32_EnableDpiAwareness() } #if defined(_MSC_VER) && !defined(NOGDI) -#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps() +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' #endif float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) @@ -444,3 +501,43 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) } //--------------------------------------------------------------------------------------------------------- +// 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/Evolve_goldberg/ImGui/impls/windows/imgui_impl_win32.h b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_win32.h index 40fbca7..768fe16 100644 --- a/Evolve_goldberg/ImGui/impls/windows/imgui_impl_win32.h +++ b/Evolve_goldberg/ImGui/impls/windows/imgui_impl_win32.h @@ -1,4 +1,4 @@ -// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// 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: @@ -7,18 +7,18 @@ // [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 +#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(); -// Configuration -// - Disable gamepad support or linking with xinput.lib -//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT - // Win32 message handler your application need to call. // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. @@ -35,3 +35,8 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg 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/Evolve_goldberg/ImGui/imstb_truetype.h b/Evolve_goldberg/ImGui/imstb_truetype.h index b4bdbd8..fc815d7 100644 --- a/Evolve_goldberg/ImGui/imstb_truetype.h +++ b/Evolve_goldberg/ImGui/imstb_truetype.h @@ -4302,7 +4302,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex int winding = 0; orig[0] = x; - //orig[1] = y; // [DEAR IMGUI] commmented double assignment + //orig[1] = y; // [DEAR IMGUI] commented double assignment // make sure y never passes through a vertex of the shape y_frac = (float) STBTT_fmod(y, 1.0f); diff --git a/Evolve_goldberg/Makefile b/Evolve_goldberg/Makefile index b851219..b27b68b 100644 --- a/Evolve_goldberg/Makefile +++ b/Evolve_goldberg/Makefile @@ -1,7 +1,7 @@ .DEFAULT_GOAL := all CXX=clang++ -CXX_FLAGS += -fPIC -std=c++11 +CXX_FLAGS += -fPIC -std=c++14 LD_FLAGS += -shared -lprotobuf-lite -ldl -Wl,--no-undefined LIBRARY_NAME=libsteam_api.so RM = rm -f diff --git a/Evolve_goldberg/Readme_release.txt b/Evolve_goldberg/Readme_release.txt index 6092603..ed4727a 100644 --- a/Evolve_goldberg/Readme_release.txt +++ b/Evolve_goldberg/Readme_release.txt @@ -105,6 +105,11 @@ The format is: STAT_NAME=type=default value The type can be: int, float or avgrate The default value is simply a number that represents the default value for the stat. +Build id: +Add a steam_settings\build_id.txt with the build id if the game doesn't show the correct build id and you want the emu to give it the correct one. +An example can be found in steam_settings.EXAMPLE + + Support for CPY steam_api(64).dll cracks: See the build in the experimental folder. Notes: @@ -128,6 +133,7 @@ For analog actions (joysticks, triggers): ACTION_NAME=ANALOG_NAME=input source m Actions can be bound to more than one button by separating the buttons with , like this: ACTION_NAME=A,B If you want to configure a game yourself, find the xbox360 or xbox one vdf file for the game and you should be able to figure things out. +You can also use the scripts\controller_config_generator\parse_controller_vdf.py script in the emu source code repo. For example to get the vdf file for the game Crystar: https://steamdb.info/app/981750/config/ If you look at: steamcontrollerconfigdetails, you will see something like: 1779660455/controller_type: controller_xbox360 @@ -168,6 +174,7 @@ LTRIGGER RTRIGGER LJOY RJOY +DPAD @@ -195,7 +202,9 @@ brazilian romanian russian spanish +latam swedish thai turkish ukrainian +vietnamese diff --git a/Evolve_goldberg/build_env_x64.bat b/Evolve_goldberg/build_env_x64.bat index 6f3291a..4f389ad 100644 --- a/Evolve_goldberg/build_env_x64.bat +++ b/Evolve_goldberg/build_env_x64.bat @@ -2,33 +2,33 @@ cd /d "%~dp0" rem Put in the base path in which Visual Studio is installed, default would be C:\Program Files (x86) -set VS_Base_Path=D:\ +set VS_Base_Path=D:\Program Files (x86) -if exist "%VS_Base_Path%\VisualStudio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2019 -if exist "%VS_Base_Path%\VisualStudio\2017\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2017 -if exist "%VS_Base_Path%\VisualStudio 14.0\VC\bin\amd64\vcvars64.bat" goto vs14 -if exist "%VS_Base_Path%\VisualStudio\2019\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2019_bt -if exist "%VS_Base_Path%\VisualStudio\2017\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2017_bt +if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2019 +if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2017 +if exist "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto vs14 +if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2019_bt +if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2017_bt if exist ".\sdk_standalone\set_vars64.bat" goto gitlabci :vs2019 -call "%VS_Base_Path%\VisualStudio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" +call "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" goto batend :vs2017 -call "%VS_Base_Path%\VisualStudio\2017\Community\VC\Auxiliary\Build\vcvars64.bat" +call "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars64.bat" goto batend :vs14 -call "%VS_Base_Path%\VisualStudio 14.0\VC\bin\amd64\vcvars64.bat" +call "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto batend :vs2019_bt -call "%VS_Base_Path%\VisualStudio\2019\BuildTools\VC\Auxiliary\Build\vcvars64.bat" +call "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto batend :vs2017_bt -call "%VS_Base_Path%\VisualStudio\2017\BuildTools\VC\Auxiliary\Build\vcvars64.bat" +call "%VS_Base_Path%\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto batend :gitlabci diff --git a/Evolve_goldberg/build_env_x86.bat b/Evolve_goldberg/build_env_x86.bat index 741bd17..bb78e5c 100644 --- a/Evolve_goldberg/build_env_x86.bat +++ b/Evolve_goldberg/build_env_x86.bat @@ -2,33 +2,33 @@ cd /d "%~dp0" rem Put in the base path in which Visual Studio is installed, default would be C:\Program Files (x86) -set VS_Base_Path=D:\ +set VS_Base_Path=D:\Program Files (x86) -if exist "%VS_Base_Path%\VisualStudio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2019 -if exist "%VS_Base_Path%\VisualStudio\2017\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2017 -if exist "%VS_Base_Path%\VisualStudio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto vs14 -if exist "%VS_Base_Path%\VisualStudio\2019\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2019_bt -if exist "%VS_Base_Path%\VisualStudio\2017\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2017_bt +if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2019 +if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2017 +if exist "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto vs14 +if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2019_bt +if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2017_bt if exist ".\sdk_standalone\set_vars32.bat" goto gitlabci :vs2019 -call "%VS_Base_Path%\VisualStudio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" +call "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" goto batend :vs2017 -call "%VS_Base_Path%\VisualStudio\2017\Community\VC\Auxiliary\Build\vcvars32.bat" +call "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars32.bat" goto batend :vs14 -call "%VS_Base_Path%\VisualStudio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" +call "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto batend :vs2019_bt -call "%VS_Base_Path%\VisualStudio\2019\BuildTools\VC\Auxiliary\Build\vcvars32.bat" +call "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto batend :vs2017_bt -call "%VS_Base_Path%\VisualStudio\2017\BuildTools\VC\Auxiliary\Build\vcvars32.bat" +call "%VS_Base_Path%\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto batend diff --git a/Evolve_goldberg/build_linux.sh b/Evolve_goldberg/build_linux.sh index 6166d0f..1d29569 100644 --- a/Evolve_goldberg/build_linux.sh +++ b/Evolve_goldberg/build_linux.sh @@ -1,2 +1,2 @@ protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -clang++ -shared -fPIC -o libsteam_api.so dll/*.cpp dll/*.cc -g3 -Wno-return-type -fsanitize=address -lasan -lprotobuf-lite -std=c++11 && echo built +clang++ -shared -fPIC -o libsteam_api.so dll/*.cpp dll/*.cc -g3 -Wno-return-type -fsanitize=address -lasan -lprotobuf-lite -std=c++14 && echo built diff --git a/Evolve_goldberg/build_steamos.sh b/Evolve_goldberg/build_steamos.sh index 0e75fc0..a8e7172 100644 --- a/Evolve_goldberg/build_steamos.sh +++ b/Evolve_goldberg/build_steamos.sh @@ -7,10 +7,10 @@ mkdir -p linux/tools cp scripts/find_interfaces.sh linux/tools/ cp scripts/steamclient_loader.sh linux/tools/ ../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built32 -g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built_lobby_connect32 -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built32_steamclient +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built32 +g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built_lobby_connect32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built32_steamclient ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built64 -g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built_lobby_connect64 -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built64_steamclient +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built64 +g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built_lobby_connect64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built64_steamclient diff --git a/Evolve_goldberg/detours/creatwth.cpp b/Evolve_goldberg/detours/creatwth.cpp index d7bc08a..8230b83 100644 --- a/Evolve_goldberg/detours/creatwth.cpp +++ b/Evolve_goldberg/detours/creatwth.cpp @@ -29,32 +29,32 @@ const GUID DETOUR_EXE_HELPER_GUID = { /* ea0251b9-5cde-41b5-98d0-2af4a26b0fee */ ////////////////////////////////////////////////////////////////////////////// // -// Enumate through modules in the target process. +// Enumerate through modules in the target process. // -static BOOL WINAPI LoadNtHeaderFromProcess(HANDLE hProcess, - HMODULE hModule, - PIMAGE_NT_HEADERS32 pNtHeader) +static PVOID LoadNtHeaderFromProcess(_In_ HANDLE hProcess, + _In_ HMODULE hModule, + _Out_ PIMAGE_NT_HEADERS32 pNtHeader) { + ZeroMemory(pNtHeader, sizeof(*pNtHeader)); PBYTE pbModule = (PBYTE)hModule; if (pbModule == NULL) { SetLastError(ERROR_INVALID_PARAMETER); - return FALSE; + return NULL; } MEMORY_BASIC_INFORMATION mbi; ZeroMemory(&mbi, sizeof(mbi)); if (VirtualQueryEx(hProcess, hModule, &mbi, sizeof(mbi)) == 0) { - return FALSE; + return NULL; } IMAGE_DOS_HEADER idh; - if (!ReadProcessMemory(hProcess, pbModule, &idh, sizeof(idh), NULL)) { - DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", pbModule, pbModule + sizeof(idh), GetLastError())); - return FALSE; + return NULL; } if (idh.e_magic != IMAGE_DOS_SIGNATURE || @@ -62,31 +62,37 @@ static BOOL WINAPI LoadNtHeaderFromProcess(HANDLE hProcess, (DWORD)idh.e_lfanew < sizeof(idh)) { SetLastError(ERROR_BAD_EXE_FORMAT); - return FALSE; + return NULL; } if (!ReadProcessMemory(hProcess, pbModule + idh.e_lfanew, pNtHeader, sizeof(*pNtHeader), NULL)) { - DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p:%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p:%p) failed: %lu\n", pbModule + idh.e_lfanew, pbModule + idh.e_lfanew + sizeof(*pNtHeader), pbModule, GetLastError())); - return FALSE; + return NULL; } if (pNtHeader->Signature != IMAGE_NT_SIGNATURE) { SetLastError(ERROR_BAD_EXE_FORMAT); - return FALSE; + return NULL; } - return TRUE; + return pbModule + idh.e_lfanew; } -static HMODULE WINAPI EnumerateModulesInProcess(HANDLE hProcess, - HMODULE hModuleLast, - PIMAGE_NT_HEADERS32 pNtHeader) +static HMODULE EnumerateModulesInProcess(_In_ HANDLE hProcess, + _In_opt_ HMODULE hModuleLast, + _Out_ PIMAGE_NT_HEADERS32 pNtHeader, + _Out_opt_ PVOID *pRemoteNtHeader) { + ZeroMemory(pNtHeader, sizeof(*pNtHeader)); + if (pRemoteNtHeader) { + *pRemoteNtHeader = NULL; + } + PBYTE pbLast = (PBYTE)hModuleLast + MM_ALLOCATION_GRANULARITY; MEMORY_BASIC_INFORMATION mbi; @@ -118,13 +124,147 @@ static HMODULE WINAPI EnumerateModulesInProcess(HANDLE hProcess, continue; } - if (LoadNtHeaderFromProcess(hProcess, (HMODULE)pbLast, pNtHeader)) { + PVOID remoteHeader + = LoadNtHeaderFromProcess(hProcess, (HMODULE)pbLast, pNtHeader); + if (remoteHeader) { + if (pRemoteNtHeader) { + *pRemoteNtHeader = remoteHeader; + } + return (HMODULE)pbLast; } } return NULL; } +////////////////////////////////////////////////////////////////////////////// +// +// Find payloads in target process. +// + +static PVOID FindDetourSectionInRemoteModule(_In_ HANDLE hProcess, + _In_ HMODULE hModule, + _In_ const IMAGE_NT_HEADERS32 *pNtHeader, + _In_ PVOID pRemoteNtHeader) +{ + if (pNtHeader->FileHeader.SizeOfOptionalHeader == 0) { + SetLastError(ERROR_EXE_MARKED_INVALID); + return NULL; + } + + PIMAGE_SECTION_HEADER pRemoteSectionHeaders + = (PIMAGE_SECTION_HEADER)((PBYTE)pRemoteNtHeader + + sizeof(pNtHeader->Signature) + + sizeof(pNtHeader->FileHeader) + + pNtHeader->FileHeader.SizeOfOptionalHeader); + + IMAGE_SECTION_HEADER header; + for (DWORD n = 0; n < pNtHeader->FileHeader.NumberOfSections; ++n) { + if (!ReadProcessMemory(hProcess, pRemoteSectionHeaders + n, &header, sizeof(header), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %lu\n", + pRemoteSectionHeaders + n, + (PBYTE)(pRemoteSectionHeaders + n) + sizeof(header), + GetLastError())); + + return NULL; + } + + if (strcmp((PCHAR)header.Name, ".detour") == 0) { + if (header.VirtualAddress == 0 || + header.SizeOfRawData == 0) { + + break; + } + + SetLastError(NO_ERROR); + return (PBYTE)hModule + header.VirtualAddress; + } + } + + SetLastError(ERROR_EXE_MARKED_INVALID); + return NULL; +} + +static PVOID FindPayloadInRemoteDetourSection(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _Out_opt_ DWORD *pcbData, + _In_ PVOID pvRemoteDetoursSection) +{ + if (pcbData) { + *pcbData = 0; + } + + PBYTE pbData = (PBYTE)pvRemoteDetoursSection; + + DETOUR_SECTION_HEADER header; + if (!ReadProcessMemory(hProcess, pbData, &header, sizeof(header), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(dsh@%p..%p) failed: %lu\n", + pbData, + pbData + sizeof(header), + GetLastError())); + return NULL; + } + + if (header.cbHeaderSize < sizeof(DETOUR_SECTION_HEADER) || + header.nSignature != DETOUR_SECTION_HEADER_SIGNATURE) { + SetLastError(ERROR_EXE_MARKED_INVALID); + return NULL; + } + + if (header.nDataOffset == 0) { + header.nDataOffset = header.cbHeaderSize; + } + + for (PVOID pvSection = pbData + header.nDataOffset; pvSection < pbData + header.cbDataSize;) { + DETOUR_SECTION_RECORD section; + if (!ReadProcessMemory(hProcess, pvSection, §ion, sizeof(section), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(dsr@%p..%p) failed: %lu\n", + pvSection, + (PBYTE)pvSection + sizeof(section), + GetLastError())); + return NULL; + } + + if (DetourAreSameGuid(section.guid, rguid)) { + if (pcbData) { + *pcbData = section.cbBytes - sizeof(section); + } + SetLastError(NO_ERROR); + return (DETOUR_SECTION_RECORD *)pvSection + 1; + } + + pvSection = (PBYTE)pvSection + section.cbBytes; + } + + return NULL; +} + +_Success_(return != NULL) +PVOID WINAPI DetourFindRemotePayload(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _Out_opt_ DWORD *pcbData) +{ + if (hProcess == NULL) { + SetLastError(ERROR_INVALID_HANDLE); + return NULL; + } + + IMAGE_NT_HEADERS32 header; + PVOID pvRemoteHeader; + for (HMODULE hMod = NULL; (hMod = EnumerateModulesInProcess(hProcess, hMod, &header, &pvRemoteHeader)) != NULL;) { + PVOID pvData = FindDetourSectionInRemoteModule(hProcess, hMod, &header, pvRemoteHeader); + if (pvData != NULL) { + pvData = FindPayloadInRemoteDetourSection(hProcess, rguid, pcbData, pvData); + if (pvData != NULL) { + return pvData; + } + } + } + + SetLastError(ERROR_MOD_NOT_FOUND); + return NULL; +} + ////////////////////////////////////////////////////////////////////////////// // // Find a region of memory in which we can create a replacement import table. @@ -142,7 +282,7 @@ static PBYTE FindAndAllocateNearBase(HANDLE hProcess, PBYTE pbModule, PBYTE pbBa if (GetLastError() == ERROR_INVALID_PARAMETER) { break; } - DETOUR_TRACE(("VirtualQueryEx(%p) failed: %d\n", + DETOUR_TRACE(("VirtualQueryEx(%p) failed: %lu\n", pbLast, GetLastError())); break; } @@ -187,7 +327,7 @@ static PBYTE FindAndAllocateNearBase(HANDLE hProcess, PBYTE pbModule, PBYTE pbBa PBYTE pbAlloc = (PBYTE)VirtualAllocEx(hProcess, pbAddress, cbAlloc, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); if (pbAlloc == NULL) { - DETOUR_TRACE(("VirtualAllocEx(%p) failed: %d\n", pbAddress, GetLastError())); + DETOUR_TRACE(("VirtualAllocEx(%p) failed: %lu\n", pbAddress, GetLastError())); continue; } #ifdef _WIN64 @@ -246,7 +386,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR der.pidh = (PBYTE)hModule; der.cbidh = sizeof(der.idh); if (!ReadProcessMemory(hProcess, der.pidh, &der.idh, sizeof(der.idh), NULL)) { - DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", der.pidh, der.pidh + der.cbidh, GetLastError())); return FALSE; } @@ -257,7 +397,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR der.pinh = der.pidh + der.idh.e_lfanew; der.cbinh = FIELD_OFFSET(IMAGE_NT_HEADERS, OptionalHeader); if (!ReadProcessMemory(hProcess, der.pinh, &der.inh, der.cbinh, NULL)) { - DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", der.pinh, der.pinh + der.cbinh, GetLastError())); return FALSE; } @@ -272,7 +412,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR } if (!ReadProcessMemory(hProcess, der.pinh, &der.inh, der.cbinh, NULL)) { - DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", der.pinh, der.pinh + der.cbinh, GetLastError())); return FALSE; } @@ -284,7 +424,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR if (der.inh32.CLR_DIRECTORY.VirtualAddress != 0 && der.inh32.CLR_DIRECTORY.Size != 0) { - DETOUR_TRACE(("CLR32.VirtAddr=%x, CLR.Size=%x\n", + DETOUR_TRACE(("CLR32.VirtAddr=%08lx, CLR.Size=%lu\n", der.inh32.CLR_DIRECTORY.VirtualAddress, der.inh32.CLR_DIRECTORY.Size)); @@ -295,7 +435,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR if (der.inh64.CLR_DIRECTORY.VirtualAddress != 0 && der.inh64.CLR_DIRECTORY.Size != 0) { - DETOUR_TRACE(("CLR64.VirtAddr=%x, CLR.Size=%x\n", + DETOUR_TRACE(("CLR64.VirtAddr=%08lx, CLR.Size=%lu\n", der.inh64.CLR_DIRECTORY.VirtualAddress, der.inh64.CLR_DIRECTORY.Size)); @@ -306,7 +446,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR if (der.pclr != 0) { der.cbclr = sizeof(der.clr); if (!ReadProcessMemory(hProcess, der.pclr, &der.clr, der.cbclr, NULL)) { - DETOUR_TRACE(("ReadProcessMemory(clr@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(clr@%p..%p) failed: %lu\n", der.pclr, der.pclr + der.cbclr, GetLastError())); return FALSE; } @@ -323,6 +463,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR #define IMAGE_NT_HEADERS_XX IMAGE_NT_HEADERS32 #define IMAGE_NT_OPTIONAL_HDR_MAGIC_XX IMAGE_NT_OPTIONAL_HDR32_MAGIC #define IMAGE_ORDINAL_FLAG_XX IMAGE_ORDINAL_FLAG32 +#define IMAGE_THUNK_DATAXX IMAGE_THUNK_DATA32 #define UPDATE_IMPORTS_XX UpdateImports32 #define DETOURS_BITS_XX 32 #include "uimports.cc" @@ -339,6 +480,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR #define IMAGE_NT_HEADERS_XX IMAGE_NT_HEADERS64 #define IMAGE_NT_OPTIONAL_HDR_MAGIC_XX IMAGE_NT_OPTIONAL_HDR64_MAGIC #define IMAGE_ORDINAL_FLAG_XX IMAGE_ORDINAL_FLAG64 +#define IMAGE_THUNK_DATAXX IMAGE_THUNK_DATA64 #define UPDATE_IMPORTS_XX UpdateImports64 #define DETOURS_BITS_XX 64 #include "uimports.cc" @@ -374,7 +516,7 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, //////////////////////////////////////////////////////// Read old headers. // if (!ReadProcessMemory(hProcess, pbModule, &idh, sizeof(idh), NULL)) { - DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", pbModule, pbModule + sizeof(idh), GetLastError())); return FALSE; } @@ -383,7 +525,7 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, PBYTE pnh = pbModule + idh.e_lfanew; if (!ReadProcessMemory(hProcess, pnh, &inh32, sizeof(inh32), NULL)) { - DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", pnh, pnh + sizeof(inh32), GetLastError())); return FALSE; } @@ -398,7 +540,7 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, inh32.FileHeader.SizeOfOptionalHeader; ULONG cb = inh32.FileHeader.NumberOfSections * sizeof(IMAGE_SECTION_HEADER); if (!ReadProcessMemory(hProcess, psects, §s, cb, NULL)) { - DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %lu\n", psects, psects + cb, GetLastError())); return FALSE; } @@ -455,7 +597,7 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, } if (!WriteProcessMemory(hProcess, pnh, &inh64, sizeof(inh64), NULL)) { - DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p) failed: %lu\n", pnh, pnh + sizeof(inh64), GetLastError())); return FALSE; } @@ -466,7 +608,7 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, inh64.FileHeader.SizeOfOptionalHeader; cb = inh64.FileHeader.NumberOfSections * sizeof(IMAGE_SECTION_HEADER); if (!WriteProcessMemory(hProcess, psects, §s, cb, NULL)) { - DETOUR_TRACE(("WriteProcessMemory(ish@%p..%p) failed: %d\n", + DETOUR_TRACE(("WriteProcessMemory(ish@%p..%p) failed: %lu\n", psects, psects + cb, GetLastError())); return FALSE; } @@ -478,12 +620,12 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, } // Remove the import table. - if (der.pclr != NULL && (der.clr.Flags & 1)) { + if (der.pclr != NULL && (der.clr.Flags & COMIMAGE_FLAGS_ILONLY)) { inh64.IMPORT_DIRECTORY.VirtualAddress = 0; inh64.IMPORT_DIRECTORY.Size = 0; if (!WriteProcessMemory(hProcess, pnh, &inh64, sizeof(inh64), NULL)) { - DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p) failed: %lu\n", pnh, pnh + sizeof(inh64), GetLastError())); return FALSE; } @@ -499,6 +641,37 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, } #endif // DETOURS_64BIT +typedef BOOL(WINAPI *LPFN_ISWOW64PROCESS)(HANDLE, PBOOL); + +static BOOL IsWow64ProcessHelper(HANDLE hProcess, + PBOOL Wow64Process) +{ +#ifdef _X86_ + if (Wow64Process == NULL) { + return FALSE; + } + + // IsWow64Process is not available on all supported versions of Windows. + // + HMODULE hKernel32 = LoadLibraryW(L"KERNEL32.DLL"); + if (hKernel32 == NULL) { + DETOUR_TRACE(("LoadLibraryW failed: %lu\n", GetLastError())); + return FALSE; + } + + LPFN_ISWOW64PROCESS pfnIsWow64Process = (LPFN_ISWOW64PROCESS)GetProcAddress( + hKernel32, "IsWow64Process"); + + if (pfnIsWow64Process == NULL) { + DETOUR_TRACE(("GetProcAddress failed: %lu\n", GetLastError())); + return FALSE; + } + return pfnIsWow64Process(hProcess, Wow64Process); +#else + return IsWow64Process(hProcess, Wow64Process); +#endif +} + ////////////////////////////////////////////////////////////////////////////// // BOOL WINAPI DetourUpdateProcessWithDll(_In_ HANDLE hProcess, @@ -507,18 +680,17 @@ BOOL WINAPI DetourUpdateProcessWithDll(_In_ HANDLE hProcess, { // Find the next memory region that contains a mapped PE image. // - BOOL bHas64BitDll = FALSE; - BOOL bHas32BitExe = FALSE; BOOL bIs32BitProcess; + BOOL bIs64BitOS = FALSE; HMODULE hModule = NULL; HMODULE hLast = NULL; - DETOUR_TRACE(("DetourUpdateProcessWithDll(%p,dlls=%d)\n", hProcess, nDlls)); + DETOUR_TRACE(("DetourUpdateProcessWithDll(%p,dlls=%lu)\n", hProcess, nDlls)); for (;;) { IMAGE_NT_HEADERS32 inh; - if ((hLast = EnumerateModulesInProcess(hProcess, hLast, &inh)) == NULL) { + if ((hLast = EnumerateModulesInProcess(hProcess, hLast, &inh, NULL)) == NULL) { break; } @@ -527,20 +699,8 @@ BOOL WINAPI DetourUpdateProcessWithDll(_In_ HANDLE hProcess, if ((inh.FileHeader.Characteristics & IMAGE_FILE_DLL) == 0) { hModule = hLast; - if (inh.OptionalHeader.Magic == IMAGE_NT_OPTIONAL_HDR32_MAGIC - && inh.FileHeader.Machine != 0) { - - bHas32BitExe = TRUE; - } DETOUR_TRACE(("%p Found EXE\n", hLast)); } - else { - if (inh.OptionalHeader.Magic == IMAGE_NT_OPTIONAL_HDR64_MAGIC - && inh.FileHeader.Machine != 0) { - - bHas64BitDll = TRUE; - } - } } if (hModule == NULL) { @@ -548,19 +708,37 @@ BOOL WINAPI DetourUpdateProcessWithDll(_In_ HANDLE hProcess, return FALSE; } - if (!bHas32BitExe) { - bIs32BitProcess = FALSE; - } - else if (!bHas64BitDll) { - bIs32BitProcess = TRUE; + // Determine if the target process is 32bit or 64bit. This is a two-stop process: + // + // 1. First, determine if we're running on a 64bit operating system. + // - If we're running 64bit code (i.e. _WIN64 is defined), this is trivially true. + // - If we're running 32bit code (i.e. _WIN64 is not defined), test if + // we're running under Wow64. If so, it implies that the operating system + // is 64bit. + // +#ifdef _WIN64 + bIs64BitOS = TRUE; +#else + if (!IsWow64ProcessHelper(GetCurrentProcess(), &bIs64BitOS)) { + return FALSE; } - else { - if (!IsWow64Process(hProcess, &bIs32BitProcess)) { +#endif + + // 2. With the operating system bitness known, we can now consider the target process: + // - If we're running on a 64bit OS, the target process is 32bit in case + // it is running under Wow64. Otherwise, it's 64bit, running natively + // (without Wow64). + // - If we're running on a 32bit OS, the target process must be 32bit, too. + // + if (bIs64BitOS) { + if (!IsWow64ProcessHelper(hProcess, &bIs32BitProcess)) { return FALSE; } + } else { + bIs32BitProcess = TRUE; } - DETOUR_TRACE((" 32BitExe=%d 32BitProcess\n", bHas32BitExe, bIs32BitProcess)); + DETOUR_TRACE((" 32BitProcess=%d\n", bIs32BitProcess)); return DetourUpdateProcessWithDllEx(hProcess, hModule, @@ -579,11 +757,11 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, // BOOL bIs32BitExe = FALSE; - DETOUR_TRACE(("DetourUpdateProcessWithDllEx(%p,%p,dlls=%d)\n", hProcess, hModule, nDlls)); + DETOUR_TRACE(("DetourUpdateProcessWithDllEx(%p,%p,dlls=%lu)\n", hProcess, hModule, nDlls)); IMAGE_NT_HEADERS32 inh; - if (hModule == NULL || LoadNtHeaderFromProcess(hProcess, hModule, &inh) == NULL) { + if (hModule == NULL || !LoadNtHeaderFromProcess(hProcess, hModule, &inh)) { SetLastError(ERROR_INVALID_OPERATION); return FALSE; } @@ -594,7 +772,7 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, bIs32BitExe = TRUE; } - DETOUR_TRACE((" 32BitExe=%d 32BitProcess\n", bIs32BitExe, bIs32BitProcess)); + DETOUR_TRACE((" 32BitExe=%d\n", bIs32BitExe)); if (hModule == NULL) { SetLastError(ERROR_INVALID_OPERATION); @@ -613,8 +791,8 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, // Try to convert a neutral 32-bit managed binary to a 64-bit managed binary. if (bIs32BitExe && !bIs32BitProcess) { if (!der.pclr // Native binary - || (der.clr.Flags & 1) == 0 // Or mixed-mode MSIL - || (der.clr.Flags & 2) != 0) { // Or 32BIT Required MSIL + || (der.clr.Flags & COMIMAGE_FLAGS_ILONLY) == 0 // Or mixed-mode MSIL + || (der.clr.Flags & COMIMAGE_FLAGS_32BITREQUIRED) != 0) { // Or 32BIT Required MSIL SetLastError(ERROR_INVALID_HANDLE); return FALSE; @@ -677,30 +855,30 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, if (der.pclr != NULL) { DETOUR_CLR_HEADER clr; CopyMemory(&clr, &der.clr, sizeof(clr)); - clr.Flags &= 0xfffffffe; // Clear the IL_ONLY flag. + clr.Flags &= ~COMIMAGE_FLAGS_ILONLY; // Clear the IL_ONLY flag. DWORD dwProtect; if (!DetourVirtualProtectSameExecuteEx(hProcess, der.pclr, sizeof(clr), PAGE_READWRITE, &dwProtect)) { - DETOUR_TRACE(("VirtualProtectEx(clr) write failed: %d\n", GetLastError())); + DETOUR_TRACE(("VirtualProtectEx(clr) write failed: %lu\n", GetLastError())); return FALSE; } if (!WriteProcessMemory(hProcess, der.pclr, &clr, sizeof(clr), NULL)) { - DETOUR_TRACE(("WriteProcessMemory(clr) failed: %d\n", GetLastError())); + DETOUR_TRACE(("WriteProcessMemory(clr) failed: %lu\n", GetLastError())); return FALSE; } if (!VirtualProtectEx(hProcess, der.pclr, sizeof(clr), dwProtect, &dwProtect)) { - DETOUR_TRACE(("VirtualProtectEx(clr) restore failed: %d\n", GetLastError())); + DETOUR_TRACE(("VirtualProtectEx(clr) restore failed: %lu\n", GetLastError())); return FALSE; } DETOUR_TRACE(("CLR: %p..%p\n", der.pclr, der.pclr + der.cbclr)); #if DETOURS_64BIT - if (der.clr.Flags & 0x2) { // Is the 32BIT Required Flag set? + if (der.clr.Flags & COMIMAGE_FLAGS_32BITREQUIRED) { // Is the 32BIT Required Flag set? // X64 never gets here because the process appears as a WOW64 process. // However, on IA64, it doesn't appear to be a WOW process. - DETOUR_TRACE(("CLR Requires 32-bit\n", der.pclr, der.pclr + der.cbclr)); + DETOUR_TRACE(("CLR Requires 32-bit\n")); SetLastError(ERROR_INVALID_HANDLE); return FALSE; } @@ -710,7 +888,7 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, //////////////////////////////// Save the undo data to the target process. // if (!DetourCopyPayloadToProcess(hProcess, DETOUR_EXE_RESTORE_GUID, &der, sizeof(der))) { - DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %d\n", GetLastError())); + DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %lu\n", GetLastError())); return FALSE; } return TRUE; @@ -834,9 +1012,23 @@ BOOL WINAPI DetourCreateProcessWithDllW(_In_opt_ LPCWSTR lpApplicationName, BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, _In_ REFGUID rguid, - _In_reads_bytes_(cbData) PVOID pvData, + _In_reads_bytes_(cbData) LPCVOID pvData, _In_ DWORD cbData) { + return DetourCopyPayloadToProcessEx(hProcess, rguid, pvData, cbData) != NULL; +} + +_Success_(return != NULL) +PVOID WINAPI DetourCopyPayloadToProcessEx(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _In_reads_bytes_(cbData) LPCVOID pvData, + _In_ DWORD cbData) +{ + if (hProcess == NULL) { + SetLastError(ERROR_INVALID_HANDLE); + return NULL; + } + DWORD cbTotal = (sizeof(IMAGE_DOS_HEADER) + sizeof(IMAGE_NT_HEADERS) + sizeof(IMAGE_SECTION_HEADER) + @@ -847,10 +1039,15 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, PBYTE pbBase = (PBYTE)VirtualAllocEx(hProcess, NULL, cbTotal, MEM_COMMIT, PAGE_READWRITE); if (pbBase == NULL) { - DETOUR_TRACE(("VirtualAllocEx(%d) failed: %d\n", cbTotal, GetLastError())); - return FALSE; + DETOUR_TRACE(("VirtualAllocEx(%lu) failed: %lu\n", cbTotal, GetLastError())); + return NULL; } + // As you can see in the following code, + // the memory layout of the payload range "[pbBase, pbBase+cbTotal]" is a PE executable file, + // so DetourFreePayload can use "DetourGetContainingModule(Payload pointer)" to get the above "pbBase" pointer, + // pbBase: the memory block allocated by VirtualAllocEx will be released in DetourFreePayload by VirtualFree. + PBYTE pbTarget = pbBase; IMAGE_DOS_HEADER idh; IMAGE_NT_HEADERS inh; @@ -864,8 +1061,8 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, idh.e_lfanew = sizeof(idh); if (!WriteProcessMemory(hProcess, pbTarget, &idh, sizeof(idh), &cbWrote) || cbWrote != sizeof(idh)) { - DETOUR_TRACE(("WriteProcessMemory(idh) failed: %d\n", GetLastError())); - return FALSE; + DETOUR_TRACE(("WriteProcessMemory(idh) failed: %lu\n", GetLastError())); + return NULL; } pbTarget += sizeof(idh); @@ -877,7 +1074,7 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, inh.OptionalHeader.Magic = IMAGE_NT_OPTIONAL_HDR_MAGIC; if (!WriteProcessMemory(hProcess, pbTarget, &inh, sizeof(inh), &cbWrote) || cbWrote != sizeof(inh)) { - return FALSE; + return NULL; } pbTarget += sizeof(inh); @@ -889,7 +1086,7 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, cbData); if (!WriteProcessMemory(hProcess, pbTarget, &ish, sizeof(ish), &cbWrote) || cbWrote != sizeof(ish)) { - return FALSE; + return NULL; } pbTarget += sizeof(ish); @@ -902,7 +1099,7 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, cbData); if (!WriteProcessMemory(hProcess, pbTarget, &dsh, sizeof(dsh), &cbWrote) || cbWrote != sizeof(dsh)) { - return FALSE; + return NULL; } pbTarget += sizeof(dsh); @@ -912,19 +1109,20 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, dsr.guid = rguid; if (!WriteProcessMemory(hProcess, pbTarget, &dsr, sizeof(dsr), &cbWrote) || cbWrote != sizeof(dsr)) { - return FALSE; + return NULL; } pbTarget += sizeof(dsr); if (!WriteProcessMemory(hProcess, pbTarget, pvData, cbData, &cbWrote) || cbWrote != cbData) { - return FALSE; + return NULL; } - pbTarget += cbData; - DETOUR_TRACE(("Copied %d byte payload into target process at %p\n", - cbTotal, pbTarget - cbTotal)); - return TRUE; + DETOUR_TRACE(("Copied %lu byte payload into target process at %p\n", + cbData, pbTarget)); + + SetLastError(NO_ERROR); + return pbTarget; } static BOOL s_fSearchedForHelper = FALSE; @@ -949,7 +1147,7 @@ VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, s_pHelper->pid); if (hProcess == NULL) { - DETOUR_TRACE(("OpenProcess(pid=%d) failed: %d\n", + DETOUR_TRACE(("OpenProcess(pid=%lu) failed: %lu\n", s_pHelper->pid, GetLastError())); Result = 9901; goto Cleanup; @@ -970,7 +1168,7 @@ VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, } if (!DetourUpdateProcessWithDll(hProcess, rlpDlls, s_pHelper->nDlls)) { - DETOUR_TRACE(("DetourUpdateProcessWithDll(pid=%d) failed: %d\n", + DETOUR_TRACE(("DetourUpdateProcessWithDll(pid=%lu) failed: %lu\n", s_pHelper->pid, GetLastError())); Result = 9903; goto Cleanup; @@ -983,6 +1181,15 @@ VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, rlpDlls = NULL; } + // Note: s_pHelper is allocated as part of injecting the payload in DetourCopyPayloadToProcess(..), + // it's a fake section and not data allocated by the system PE loader. + + // Delete the payload after execution to release the memory occupied by it + if (s_pHelper != NULL) { + DetourFreePayload(s_pHelper); + s_pHelper = NULL; + } + ExitProcess(Result); } @@ -1146,7 +1353,7 @@ BOOL WINAPI DetourProcessViaHelperDllsA(_In_ DWORD dwTargetPid, HRESULT hr; DWORD nLen = GetEnvironmentVariableA("WINDIR", szExe, ARRAYSIZE(szExe)); - DETOUR_TRACE(("DetourProcessViaHelperDlls(pid=%d,dlls=%d)\n", dwTargetPid, nDlls)); + DETOUR_TRACE(("DetourProcessViaHelperDlls(pid=%lu,dlls=%lu)\n", dwTargetPid, nDlls)); if (nDlls < 1 || nDlls > 4096) { SetLastError(ERROR_INVALID_PARAMETER); goto Cleanup; @@ -1172,8 +1379,10 @@ BOOL WINAPI DetourProcessViaHelperDllsA(_In_ DWORD dwTargetPid, goto Cleanup; } + //for East Asia languages and so on, like Chinese, print format with "%hs" can not work fine before user call _tsetlocale(LC_ALL,_T(".ACP")); + //so we can't use "%hs" in format string, because the dll that contain this code would inject to any process, even not call _tsetlocale(LC_ALL,_T(".ACP")) before hr = StringCchPrintfA(szCommand, ARRAYSIZE(szCommand), - "rundll32.exe \"%hs\",#1", &helper->rDlls[0]); + "rundll32.exe \"%s\",#1", &helper->rDlls[0]); if (!SUCCEEDED(hr)) { goto Cleanup; } @@ -1189,7 +1398,7 @@ BOOL WINAPI DetourProcessViaHelperDllsA(_In_ DWORD dwTargetPid, if (!DetourCopyPayloadToProcess(pi.hProcess, DETOUR_EXE_HELPER_GUID, helper, helper->cb)) { - DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %d\n", GetLastError())); + DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %lu\n", GetLastError())); TerminateProcess(pi.hProcess, ~0u); CloseHandle(pi.hProcess); CloseHandle(pi.hThread); @@ -1206,13 +1415,13 @@ BOOL WINAPI DetourProcessViaHelperDllsA(_In_ DWORD dwTargetPid, CloseHandle(pi.hThread); if (dwResult != 0) { - DETOUR_TRACE(("Rundll32.exe failed: result=%d\n", dwResult)); + DETOUR_TRACE(("Rundll32.exe failed: result=%lu\n", dwResult)); goto Cleanup; } Result = TRUE; } else { - DETOUR_TRACE(("CreateProcess failed: %d\n", GetLastError())); + DETOUR_TRACE(("CreateProcess failed: %lu\n", GetLastError())); goto Cleanup; } @@ -1240,9 +1449,11 @@ BOOL WINAPI DetourProcessViaHelperDllsW(_In_ DWORD dwTargetPid, WCHAR szCommand[MAX_PATH]; PDETOUR_EXE_HELPER helper = NULL; HRESULT hr; + WCHAR szDllName[MAX_PATH]; + int cchWrittenWideChar; DWORD nLen = GetEnvironmentVariableW(L"WINDIR", szExe, ARRAYSIZE(szExe)); - DETOUR_TRACE(("DetourProcessViaHelperDlls(pid=%d,dlls=%d)\n", dwTargetPid, nDlls)); + DETOUR_TRACE(("DetourProcessViaHelperDlls(pid=%lu,dlls=%lu)\n", dwTargetPid, nDlls)); if (nDlls < 1 || nDlls > 4096) { SetLastError(ERROR_INVALID_PARAMETER); goto Cleanup; @@ -1268,8 +1479,15 @@ BOOL WINAPI DetourProcessViaHelperDllsW(_In_ DWORD dwTargetPid, goto Cleanup; } + //for East Asia languages and so on, like Chinese, print format with "%hs" can not work fine before user call _tsetlocale(LC_ALL,_T(".ACP")); + //so we can't use "%hs" in format string, because the dll that contain this code would inject to any process, even not call _tsetlocale(LC_ALL,_T(".ACP")) before + + cchWrittenWideChar = MultiByteToWideChar(CP_ACP, 0, &helper->rDlls[0], -1, szDllName, ARRAYSIZE(szDllName)); + if (cchWrittenWideChar >= ARRAYSIZE(szDllName) || cchWrittenWideChar <= 0) { + goto Cleanup; + } hr = StringCchPrintfW(szCommand, ARRAYSIZE(szCommand), - L"rundll32.exe \"%hs\",#1", &helper->rDlls[0]); + L"rundll32.exe \"%s\",#1", szDllName); if (!SUCCEEDED(hr)) { goto Cleanup; } @@ -1285,15 +1503,13 @@ BOOL WINAPI DetourProcessViaHelperDllsW(_In_ DWORD dwTargetPid, if (!DetourCopyPayloadToProcess(pi.hProcess, DETOUR_EXE_HELPER_GUID, helper, helper->cb)) { - DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %d\n", GetLastError())); + DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %lu\n", GetLastError())); TerminateProcess(pi.hProcess, ~0u); CloseHandle(pi.hProcess); CloseHandle(pi.hThread); goto Cleanup; } - ResumeThread(pi.hThread); - ResumeThread(pi.hThread); WaitForSingleObject(pi.hProcess, INFINITE); @@ -1304,13 +1520,13 @@ BOOL WINAPI DetourProcessViaHelperDllsW(_In_ DWORD dwTargetPid, CloseHandle(pi.hThread); if (dwResult != 0) { - DETOUR_TRACE(("Rundll32.exe failed: result=%d\n", dwResult)); + DETOUR_TRACE(("Rundll32.exe failed: result=%lu\n", dwResult)); goto Cleanup; } Result = TRUE; } else { - DETOUR_TRACE(("CreateProcess failed: %d\n", GetLastError())); + DETOUR_TRACE(("CreateProcess failed: %lu\n", GetLastError())); goto Cleanup; } diff --git a/Evolve_goldberg/detours/detours.cpp b/Evolve_goldberg/detours/detours.cpp index b8f4688..1fb297d 100644 --- a/Evolve_goldberg/detours/detours.cpp +++ b/Evolve_goldberg/detours/detours.cpp @@ -18,6 +18,27 @@ #define NOTHROW +////////////////////////////////////////////////////////////////////////////// +// + +#ifdef _DEBUG +extern "C" IMAGE_DOS_HEADER __ImageBase; +int Detour_AssertExprWithFunctionName(int reportType, const char* filename, int linenumber, const char* FunctionName, const char* msg) +{ + int nRet = 0; + DWORD dwLastError = GetLastError(); + CHAR szModuleNameWithFunctionName[MAX_PATH * 2]; + szModuleNameWithFunctionName[0] = 0; + GetModuleFileNameA((HMODULE)&__ImageBase, szModuleNameWithFunctionName, ARRAYSIZE(szModuleNameWithFunctionName)); + StringCchCatNA(szModuleNameWithFunctionName, ARRAYSIZE(szModuleNameWithFunctionName), ",", ARRAYSIZE(szModuleNameWithFunctionName) - strlen(szModuleNameWithFunctionName) - 1); + StringCchCatNA(szModuleNameWithFunctionName, ARRAYSIZE(szModuleNameWithFunctionName), FunctionName, ARRAYSIZE(szModuleNameWithFunctionName) - strlen(szModuleNameWithFunctionName) - 1); + SetLastError(dwLastError); + nRet = _CrtDbgReport(reportType, filename, linenumber, szModuleNameWithFunctionName, msg); + SetLastError(dwLastError); + return nRet; +} +#endif// _DEBUG + ////////////////////////////////////////////////////////////////////////////// // struct _DETOUR_ALIGN @@ -186,7 +207,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, // We have to place trampolines within +/- 2GB of code. ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); - DETOUR_TRACE(("[%p..%p..%p]\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); // And, within +/- 2GB of relative jmp targets. if (pbCode[0] == 0xe9) { // jmp +imm32 @@ -198,7 +219,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, else { lo = detour_2gb_below((ULONG_PTR)pbNew); } - DETOUR_TRACE(("[%p..%p..%p] +imm32\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p] +imm32\n", (PVOID)lo, pbCode, (PVOID)hi)); } *ppLower = (PDETOUR_TRAMPOLINE)lo; @@ -399,7 +420,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, // We have to place trampolines within +/- 2GB of code. ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); - DETOUR_TRACE(("[%p..%p..%p]\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); // And, within +/- 2GB of relative jmp vectors. if (pbCode[0] == 0xff && pbCode[1] == 0x25) { // jmp [+imm32] @@ -411,7 +432,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, else { lo = detour_2gb_below((ULONG_PTR)pbNew); } - DETOUR_TRACE(("[%p..%p..%p] [+imm32]\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p] [+imm32]\n", (PVOID)lo, pbCode, (PVOID)hi)); } // And, within +/- 2GB of relative jmp targets. else if (pbCode[0] == 0xe9) { // jmp +imm32 @@ -423,7 +444,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, else { lo = detour_2gb_below((ULONG_PTR)pbNew); } - DETOUR_TRACE(("[%p..%p..%p] +imm32\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p] +imm32\n", (PVOID)lo, pbCode, (PVOID)hi)); } *ppLower = (PDETOUR_TRAMPOLINE)lo; @@ -818,7 +839,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, // We have to place trampolines within +/- 2GB of code. ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); - DETOUR_TRACE(("[%p..%p..%p]\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); *ppLower = (PDETOUR_TRAMPOLINE)lo; *ppUpper = (PDETOUR_TRAMPOLINE)hi; @@ -863,7 +884,7 @@ struct _DETOUR_TRAMPOLINE // An ARM64 instruction is 4 bytes long. // // The overwrite is always composed of 3 instructions (12 bytes) which perform an indirect jump - // using _DETOUR_TRAMPOLINE::pbDetour as the address holding the target location. + // using _DETOUR_TRAMPOLINE::pbDetour as the address holding the target location. // // Copied instructions can expand. // @@ -1124,7 +1145,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); - DETOUR_TRACE(("[%p..%p..%p]\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); *ppLower = (PDETOUR_TRAMPOLINE)lo; *ppUpper = (PDETOUR_TRAMPOLINE)hi; @@ -1237,7 +1258,7 @@ static PVOID detour_alloc_region_from_lo(PBYTE pbLo, PBYTE pbHi) break; } - DETOUR_TRACE((" Try %p => %p..%p %6x\n", + DETOUR_TRACE((" Try %p => %p..%p %6lx\n", pbTry, mbi.BaseAddress, (PBYTE)mbi.BaseAddress + mbi.RegionSize - 1, @@ -1252,6 +1273,9 @@ static PVOID detour_alloc_region_from_lo(PBYTE pbLo, PBYTE pbHi) if (pv != NULL) { return pv; } + else if (GetLastError() == ERROR_DYNAMIC_CODE_BLOCKED) { + return NULL; + } pbTry += DETOUR_REGION_SIZE; } else { @@ -1284,7 +1308,7 @@ static PVOID detour_alloc_region_from_hi(PBYTE pbLo, PBYTE pbHi) break; } - DETOUR_TRACE((" Try %p => %p..%p %6x\n", + DETOUR_TRACE((" Try %p => %p..%p %6lx\n", pbTry, mbi.BaseAddress, (PBYTE)mbi.BaseAddress + mbi.RegionSize - 1, @@ -1299,6 +1323,9 @@ static PVOID detour_alloc_region_from_hi(PBYTE pbLo, PBYTE pbHi) if (pv != NULL) { return pv; } + else if (GetLastError() == ERROR_DYNAMIC_CODE_BLOCKED) { + return NULL; + } pbTry -= DETOUR_REGION_SIZE; } else { @@ -1698,7 +1725,7 @@ LONG WINAPI DetourTransactionCommitEx(_Out_opt_ PVOID **pppFailedPointer) #endif // DETOURS_ARM } else { - DETOUR_TRACE(("detours: pbTramp =%p, pbRemain=%p, pbDetour=%p, cbRestore=%d\n", + DETOUR_TRACE(("detours: pbTramp =%p, pbRemain=%p, pbDetour=%p, cbRestore=%u\n", o->pTrampoline, o->pTrampoline->pbRemain, o->pTrampoline->pbDetour, @@ -1990,13 +2017,13 @@ LONG WINAPI DetourAttachEx(_Inout_ PVOID *ppPointer, } if (s_nPendingThreadId != (LONG)GetCurrentThreadId()) { - DETOUR_TRACE(("transaction conflict with thread id=%d\n", s_nPendingThreadId)); + DETOUR_TRACE(("transaction conflict with thread id=%ld\n", s_nPendingThreadId)); return ERROR_INVALID_OPERATION; } // If any of the pending operations failed, then we don't need to do this. if (s_nPendingError != NO_ERROR) { - DETOUR_TRACE(("pending transaction error=%d\n", s_nPendingError)); + DETOUR_TRACE(("pending transaction error=%ld\n", s_nPendingError)); return s_nPendingError; } @@ -2177,7 +2204,7 @@ LONG WINAPI DetourAttachEx(_Inout_ PVOID *ppPointer, pTrampoline->rAlign[n].obTrampoline == 0) { break; } - DETOUR_TRACE((" %d/%d", + DETOUR_TRACE((" %u/%u", pTrampoline->rAlign[n].obTarget, pTrampoline->rAlign[n].obTrampoline )); @@ -2545,4 +2572,20 @@ BOOL WINAPI DetourVirtualProtectSameExecute(_In_ PVOID pAddress, pAddress, nSize, dwNewProtect, pdwOldProtect); } +BOOL WINAPI DetourAreSameGuid(_In_ REFGUID left, _In_ REFGUID right) +{ + return + left.Data1 == right.Data1 && + left.Data2 == right.Data2 && + left.Data3 == right.Data3 && + left.Data4[0] == right.Data4[0] && + left.Data4[1] == right.Data4[1] && + left.Data4[2] == right.Data4[2] && + left.Data4[3] == right.Data4[3] && + left.Data4[4] == right.Data4[4] && + left.Data4[5] == right.Data4[5] && + left.Data4[6] == right.Data4[6] && + left.Data4[7] == right.Data4[7]; +} + // End of File diff --git a/Evolve_goldberg/detours/detours.h b/Evolve_goldberg/detours/detours.h index 97595a2..3354d72 100644 --- a/Evolve_goldberg/detours/detours.h +++ b/Evolve_goldberg/detours/detours.h @@ -28,6 +28,15 @@ #pragma warning(disable:4091) // empty typedef #endif +// Suppress declspec(dllimport) for the sake of Detours +// users that provide kernel32 functionality themselves. +// This is ok in the mainstream case, it will just cost +// an extra instruction calling some functions, which +// LTCG optimizes away. +// +#define _KERNEL32_ 1 +#define _USER32_ 1 + #include #if (_MSC_VER < 1310) #else @@ -36,8 +45,28 @@ #pragma warning(disable:6102 6103) // /analyze warnings #endif #include +#include #pragma warning(pop) #endif +#include + +// Allow Detours to cleanly compile with the MingW toolchain. +// +#ifdef __GNUC__ +#define __try +#define __except(x) if (0) +#include +#endif + +// From winerror.h, as this error isn't found in some SDKs: +// +// MessageId: ERROR_DYNAMIC_CODE_BLOCKED +// +// MessageText: +// +// The operation was blocked as the process prohibits dynamic code generation. +// +#define ERROR_DYNAMIC_CODE_BLOCKED 1655L #endif // DETOURS_INTERNAL @@ -99,7 +128,7 @@ ////////////////////////////////////////////////////////////////////////////// // -#if (_MSC_VER < 1299) +#if (_MSC_VER < 1299) && !defined(__MINGW32__) typedef LONG LONG_PTR; typedef ULONG ULONG_PTR; #endif @@ -120,6 +149,7 @@ typedef ULONG ULONG_PTR; #undef _In_ #undef _In_bytecount_ #undef _In_count_ +#undef __in_ecount #undef _In_opt_ #undef _In_opt_bytecount_ #undef _In_opt_count_ @@ -176,6 +206,10 @@ typedef ULONG ULONG_PTR; #define _In_count_(x) #endif +#ifndef __in_ecount +#define __in_ecount(x) +#endif + #ifndef _In_opt_ #define _In_opt_ #endif @@ -581,16 +615,17 @@ _Readable_bytes_(*pcbData) _Success_(return != NULL) PVOID WINAPI DetourFindPayload(_In_opt_ HMODULE hModule, _In_ REFGUID rguid, - _Out_ DWORD *pcbData); + _Out_opt_ DWORD *pcbData); _Writable_bytes_(*pcbData) _Readable_bytes_(*pcbData) _Success_(return != NULL) PVOID WINAPI DetourFindPayloadEx(_In_ REFGUID rguid, - _Out_ DWORD * pcbData); + _Out_opt_ DWORD *pcbData); DWORD WINAPI DetourGetSizeOfPayloads(_In_opt_ HMODULE hModule); +BOOL WINAPI DetourFreePayload(_In_ PVOID pvData); ///////////////////////////////////////////////// Persistent Binary Functions. // @@ -629,6 +664,11 @@ BOOL WINAPI DetourBinaryClose(_In_ PDETOUR_BINARY pBinary); /////////////////////////////////////////////////// Create Process & Load Dll. // +_Success_(return != NULL) +PVOID WINAPI DetourFindRemotePayload(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _Out_opt_ DWORD *pcbData); + typedef BOOL (WINAPI *PDETOUR_CREATE_PROCESS_ROUTINEA)( _In_opt_ LPCSTR lpApplicationName, _Inout_opt_ LPSTR lpCommandLine, @@ -795,8 +835,14 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, _In_ REFGUID rguid, - _In_reads_bytes_(cbData) PVOID pvData, + _In_reads_bytes_(cbData) LPCVOID pvData, _In_ DWORD cbData); +_Success_(return != NULL) +PVOID WINAPI DetourCopyPayloadToProcessEx(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _In_reads_bytes_(cbData) LPCVOID pvData, + _In_ DWORD cbData); + BOOL WINAPI DetourRestoreAfterWith(VOID); BOOL WINAPI DetourRestoreAfterWithEx(_In_reads_bytes_(cbData) PVOID pvData, _In_ DWORD cbData); @@ -812,6 +858,60 @@ VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, } #endif // __cplusplus +/////////////////////////////////////////////////// Type-safe overloads for C++ +// +#if __cplusplus >= 201103L || _MSVC_LANG >= 201103L +#include + +template +struct DetoursIsFunctionPointer : std::false_type {}; + +template +struct DetoursIsFunctionPointer : std::is_function::type> {}; + +template< + typename T, + typename std::enable_if::value, int>::type = 0> +LONG DetourAttach(_Inout_ T *ppPointer, + _In_ T pDetour) noexcept +{ + return DetourAttach( + reinterpret_cast(ppPointer), + reinterpret_cast(pDetour)); +} + +template< + typename T, + typename std::enable_if::value, int>::type = 0> +LONG DetourAttachEx(_Inout_ T *ppPointer, + _In_ T pDetour, + _Out_opt_ PDETOUR_TRAMPOLINE *ppRealTrampoline, + _Out_opt_ T *ppRealTarget, + _Out_opt_ T *ppRealDetour) noexcept +{ + return DetourAttachEx( + reinterpret_cast(ppPointer), + reinterpret_cast(pDetour), + ppRealTrampoline, + reinterpret_cast(ppRealTarget), + reinterpret_cast(ppRealDetour)); +} + +template< + typename T, + typename std::enable_if::value, int>::type = 0> +LONG DetourDetach(_Inout_ T *ppPointer, + _In_ T pDetour) noexcept +{ + return DetourDetach( + reinterpret_cast(ppPointer), + reinterpret_cast(pDetour)); +} + +#endif // __cplusplus >= 201103L || _MSVC_LANG >= 201103L +// +////////////////////////////////////////////////////////////////////////////// + //////////////////////////////////////////////// Detours Internal Definitions. // #ifdef __cplusplus @@ -822,7 +922,7 @@ VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, ////////////////////////////////////////////////////////////////////////////// // -#if (_MSC_VER < 1299) +#if (_MSC_VER < 1299) && !defined(__GNUC__) #include typedef IMAGEHLP_MODULE IMAGEHLP_MODULE64; typedef PIMAGEHLP_MODULE PIMAGEHLP_MODULE64; @@ -884,6 +984,21 @@ PDETOUR_SYM_INFO DetourLoadImageHlp(VOID); #endif #define _CRT_STDIO_ARBITRARY_WIDE_SPECIFIERS 1 +#ifdef _DEBUG + +int Detour_AssertExprWithFunctionName(int reportType, const char* filename, int linenumber, const char* FunctionName, const char* msg); + +#define DETOUR_ASSERT_EXPR_WITH_FUNCTION(expr, msg) \ + (void) ((expr) || \ + (1 != Detour_AssertExprWithFunctionName(_CRT_ASSERT, __FILE__, __LINE__,__FUNCTION__, msg)) || \ + (_CrtDbgBreak(), 0)) + +#define DETOUR_ASSERT(expr) DETOUR_ASSERT_EXPR_WITH_FUNCTION((expr), #expr) + +#else// _DEBUG +#define DETOUR_ASSERT(expr) +#endif// _DEBUG + #ifndef DETOUR_TRACE #if DETOUR_DEBUG #define DETOUR_TRACE(x) printf x @@ -1090,6 +1205,9 @@ BOOL WINAPI DetourVirtualProtectSameExecute(_In_ PVOID pAddress, _In_ SIZE_T nSize, _In_ DWORD dwNewProtect, _Out_ PDWORD pdwOldProtect); + +// Detours must depend only on kernel32.lib, so we cannot use IsEqualGUID +BOOL WINAPI DetourAreSameGuid(_In_ REFGUID left, _In_ REFGUID right); #ifdef __cplusplus } #endif // __cplusplus diff --git a/Evolve_goldberg/detours/disasm.cpp b/Evolve_goldberg/detours/disasm.cpp index ce666fb..6cd23b2 100644 --- a/Evolve_goldberg/detours/disasm.cpp +++ b/Evolve_goldberg/detours/disasm.cpp @@ -187,7 +187,6 @@ class CDetourDis struct COPYENTRY { // Many of these fields are often ignored. See ENTRY_DataIgnored. - ULONG nOpcode : 8; // Opcode (ignored) ULONG nFixedSize : 4; // Fixed size of opcode ULONG nFixedSize16 : 4; // Fixed size when 16 bit operand ULONG nModOffset : 4; // Offset to mod/rm byte (0=none) @@ -199,61 +198,60 @@ class CDetourDis protected: // These macros define common uses of nFixedSize, nFixedSize16, nModOffset, nRelOffset, nFlagBits, pfCopy. #define ENTRY_DataIgnored 0, 0, 0, 0, 0, -#define ENTRY_CopyBytes1 1, 1, 0, 0, 0, &CDetourDis::CopyBytes +#define ENTRY_CopyBytes1 { 1, 1, 0, 0, 0, &CDetourDis::CopyBytes } #ifdef DETOURS_X64 -#define ENTRY_CopyBytes1Address 9, 5, 0, 0, ADDRESS, &CDetourDis::CopyBytes +#define ENTRY_CopyBytes1Address { 9, 5, 0, 0, ADDRESS, &CDetourDis::CopyBytes } #else -#define ENTRY_CopyBytes1Address 5, 3, 0, 0, ADDRESS, &CDetourDis::CopyBytes +#define ENTRY_CopyBytes1Address { 5, 3, 0, 0, ADDRESS, &CDetourDis::CopyBytes } #endif -#define ENTRY_CopyBytes1Dynamic 1, 1, 0, 0, DYNAMIC, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2 2, 2, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2Jump ENTRY_DataIgnored &CDetourDis::CopyBytesJump -#define ENTRY_CopyBytes2CantJump 2, 2, 0, 1, NOENLARGE, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2Dynamic 2, 2, 0, 0, DYNAMIC, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3 3, 3, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Dynamic 3, 3, 0, 0, DYNAMIC, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Or5 5, 3, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Or5Dynamic 5, 3, 0, 0, DYNAMIC, &CDetourDis::CopyBytes // x86 only +#define ENTRY_CopyBytes1Dynamic { 1, 1, 0, 0, DYNAMIC, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2 { 2, 2, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2Jump { ENTRY_DataIgnored &CDetourDis::CopyBytesJump } +#define ENTRY_CopyBytes2CantJump { 2, 2, 0, 1, NOENLARGE, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2Dynamic { 2, 2, 0, 0, DYNAMIC, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3 { 3, 3, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Dynamic { 3, 3, 0, 0, DYNAMIC, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Or5 { 5, 3, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Or5Dynamic { 5, 3, 0, 0, DYNAMIC, &CDetourDis::CopyBytes }// x86 only #ifdef DETOURS_X64 -#define ENTRY_CopyBytes3Or5Rax 5, 3, 0, 0, RAX, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Or5Target 5, 5, 0, 1, 0, &CDetourDis::CopyBytes +#define ENTRY_CopyBytes3Or5Rax { 5, 3, 0, 0, RAX, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Or5Target { 5, 5, 0, 1, 0, &CDetourDis::CopyBytes } #else -#define ENTRY_CopyBytes3Or5Rax 5, 3, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Or5Target 5, 3, 0, 1, 0, &CDetourDis::CopyBytes +#define ENTRY_CopyBytes3Or5Rax { 5, 3, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Or5Target { 5, 3, 0, 1, 0, &CDetourDis::CopyBytes } #endif -#define ENTRY_CopyBytes4 4, 4, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes5 5, 5, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes5Or7Dynamic 7, 5, 0, 0, DYNAMIC, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes7 7, 7, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2Mod 2, 2, 1, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2ModDynamic 2, 2, 1, 0, DYNAMIC, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2Mod1 3, 3, 1, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2ModOperand 6, 4, 1, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Mod 3, 3, 2, 0, 0, &CDetourDis::CopyBytes // SSE3 0F 38 opcode modrm -#define ENTRY_CopyBytes3Mod1 4, 4, 2, 0, 0, &CDetourDis::CopyBytes // SSE3 0F 3A opcode modrm .. imm8 -#define ENTRY_CopyBytesPrefix ENTRY_DataIgnored &CDetourDis::CopyBytesPrefix -#define ENTRY_CopyBytesSegment ENTRY_DataIgnored &CDetourDis::CopyBytesSegment -#define ENTRY_CopyBytesRax ENTRY_DataIgnored &CDetourDis::CopyBytesRax -#define ENTRY_CopyF2 ENTRY_DataIgnored &CDetourDis::CopyF2 -#define ENTRY_CopyF3 ENTRY_DataIgnored &CDetourDis::CopyF3 // 32bit x86 only -#define ENTRY_Copy0F ENTRY_DataIgnored &CDetourDis::Copy0F -#define ENTRY_Copy0F78 ENTRY_DataIgnored &CDetourDis::Copy0F78 -#define ENTRY_Copy0F00 ENTRY_DataIgnored &CDetourDis::Copy0F00 // 32bit x86 only -#define ENTRY_Copy0FB8 ENTRY_DataIgnored &CDetourDis::Copy0FB8 // 32bit x86 only -#define ENTRY_Copy66 ENTRY_DataIgnored &CDetourDis::Copy66 -#define ENTRY_Copy67 ENTRY_DataIgnored &CDetourDis::Copy67 -#define ENTRY_CopyF6 ENTRY_DataIgnored &CDetourDis::CopyF6 -#define ENTRY_CopyF7 ENTRY_DataIgnored &CDetourDis::CopyF7 -#define ENTRY_CopyFF ENTRY_DataIgnored &CDetourDis::CopyFF -#define ENTRY_CopyVex2 ENTRY_DataIgnored &CDetourDis::CopyVex2 -#define ENTRY_CopyVex3 ENTRY_DataIgnored &CDetourDis::CopyVex3 -#define ENTRY_CopyEvex ENTRY_DataIgnored &CDetourDis::CopyEvex // 62, 3 byte payload, then normal with implied prefixes like vex -#define ENTRY_CopyXop ENTRY_DataIgnored &CDetourDis::CopyXop // 0x8F ... POP /0 or AMD XOP -#define ENTRY_CopyBytesXop 5, 5, 4, 0, 0, &CDetourDis::CopyBytes // 0x8F xop1 xop2 opcode modrm -#define ENTRY_CopyBytesXop1 6, 6, 4, 0, 0, &CDetourDis::CopyBytes // 0x8F xop1 xop2 opcode modrm ... imm8 -#define ENTRY_CopyBytesXop4 9, 9, 4, 0, 0, &CDetourDis::CopyBytes // 0x8F xop1 xop2 opcode modrm ... imm32 -#define ENTRY_Invalid ENTRY_DataIgnored &CDetourDis::Invalid -#define ENTRY_End ENTRY_DataIgnored NULL +#define ENTRY_CopyBytes4 { 4, 4, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes5 { 5, 5, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes5Or7Dynamic { 7, 5, 0, 0, DYNAMIC, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes7 { 7, 7, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2Mod { 2, 2, 1, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2ModDynamic { 2, 2, 1, 0, DYNAMIC, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2Mod1 { 3, 3, 1, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2ModOperand { 6, 4, 1, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Mod { 3, 3, 2, 0, 0, &CDetourDis::CopyBytes } // SSE3 0F 38 opcode modrm +#define ENTRY_CopyBytes3Mod1 { 4, 4, 2, 0, 0, &CDetourDis::CopyBytes } // SSE3 0F 3A opcode modrm .. imm8 +#define ENTRY_CopyBytesPrefix { ENTRY_DataIgnored &CDetourDis::CopyBytesPrefix } +#define ENTRY_CopyBytesSegment { ENTRY_DataIgnored &CDetourDis::CopyBytesSegment } +#define ENTRY_CopyBytesRax { ENTRY_DataIgnored &CDetourDis::CopyBytesRax } +#define ENTRY_CopyF2 { ENTRY_DataIgnored &CDetourDis::CopyF2 } +#define ENTRY_CopyF3 { ENTRY_DataIgnored &CDetourDis::CopyF3 } // 32bit x86 only +#define ENTRY_Copy0F { ENTRY_DataIgnored &CDetourDis::Copy0F } +#define ENTRY_Copy0F78 { ENTRY_DataIgnored &CDetourDis::Copy0F78 } +#define ENTRY_Copy0F00 { ENTRY_DataIgnored &CDetourDis::Copy0F00 } // 32bit x86 only +#define ENTRY_Copy0FB8 { ENTRY_DataIgnored &CDetourDis::Copy0FB8 } // 32bit x86 only +#define ENTRY_Copy66 { ENTRY_DataIgnored &CDetourDis::Copy66 } +#define ENTRY_Copy67 { ENTRY_DataIgnored &CDetourDis::Copy67 } +#define ENTRY_CopyF6 { ENTRY_DataIgnored &CDetourDis::CopyF6 } +#define ENTRY_CopyF7 { ENTRY_DataIgnored &CDetourDis::CopyF7 } +#define ENTRY_CopyFF { ENTRY_DataIgnored &CDetourDis::CopyFF } +#define ENTRY_CopyVex2 { ENTRY_DataIgnored &CDetourDis::CopyVex2 } +#define ENTRY_CopyVex3 { ENTRY_DataIgnored &CDetourDis::CopyVex3 } +#define ENTRY_CopyEvex { ENTRY_DataIgnored &CDetourDis::CopyEvex } // 62, 3 byte payload, then normal with implied prefixes like vex +#define ENTRY_CopyXop { ENTRY_DataIgnored &CDetourDis::CopyXop } // 0x8F ... POP /0 or AMD XOP +#define ENTRY_CopyBytesXop { 5, 5, 4, 0, 0, &CDetourDis::CopyBytes } // 0x8F xop1 xop2 opcode modrm +#define ENTRY_CopyBytesXop1 { 6, 6, 4, 0, 0, &CDetourDis::CopyBytes } // 0x8F xop1 xop2 opcode modrm ... imm8 +#define ENTRY_CopyBytesXop4 { 9, 9, 4, 0, 0, &CDetourDis::CopyBytes } // 0x8F xop1 xop2 opcode modrm ... imm32 +#define ENTRY_Invalid { ENTRY_DataIgnored &CDetourDis::Invalid } PBYTE CopyBytes(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc); PBYTE CopyBytesPrefix(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc); @@ -286,8 +284,8 @@ class CDetourDis PBYTE CopyXop(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc); protected: - static const COPYENTRY s_rceCopyTable[257]; - static const COPYENTRY s_rceCopyTable0F[257]; + static const COPYENTRY s_rceCopyTable[]; + static const COPYENTRY s_rceCopyTable0F[]; static const BYTE s_rbModRm[256]; static PBYTE s_pbModuleBeg; static PBYTE s_pbModuleEnd; @@ -325,16 +323,15 @@ PVOID WINAPI DetourCopyInstruction(_In_opt_ PVOID pDst, /////////////////////////////////////////////////////////// Disassembler Code. // -CDetourDis::CDetourDis(_Out_opt_ PBYTE *ppbTarget, _Out_opt_ LONG *plExtra) +CDetourDis::CDetourDis(_Out_opt_ PBYTE *ppbTarget, _Out_opt_ LONG *plExtra) : + m_bOperandOverride(FALSE), + m_bAddressOverride(FALSE), + m_bRaxOverride(FALSE), + m_bF2(FALSE), + m_bF3(FALSE), + m_bVex(FALSE), + m_bEvex(FALSE) { - m_bOperandOverride = FALSE; - m_bAddressOverride = FALSE; - m_bRaxOverride = FALSE; - m_bF2 = FALSE; - m_bF3 = FALSE; - m_bVex = FALSE; - m_bEvex = FALSE; - m_ppbTarget = ppbTarget ? ppbTarget : &m_pbScratchTarget; m_plExtra = plExtra ? plExtra : &m_lScratchExtra; @@ -597,8 +594,8 @@ PBYTE CDetourDis::Copy0F78(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) { // vmread, 66/extrq, F2/insertq - static const COPYENTRY vmread = { 0x78, ENTRY_CopyBytes2Mod }; - static const COPYENTRY extrq_insertq = { 0x78, ENTRY_CopyBytes4 }; + static const COPYENTRY vmread = /* 78 */ ENTRY_CopyBytes2Mod; + static const COPYENTRY extrq_insertq = /* 78 */ ENTRY_CopyBytes4; ASSERT(!(m_bF2 && m_bOperandOverride)); @@ -616,8 +613,8 @@ PBYTE CDetourDis::Copy0F00(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) // jmpe is 32bit x86 only // Notice that the sizes are the same either way, but jmpe is marked as "dynamic". - static const COPYENTRY other = { 0xB8, ENTRY_CopyBytes2Mod }; // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6 invalid/7 - static const COPYENTRY jmpe = { 0xB8, ENTRY_CopyBytes2ModDynamic }; // jmpe/6 x86-on-IA64 syscalls + static const COPYENTRY other = /* B8 */ ENTRY_CopyBytes2Mod; // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6 invalid/7 + static const COPYENTRY jmpe = /* B8 */ ENTRY_CopyBytes2ModDynamic; // jmpe/6 x86-on-IA64 syscalls REFCOPYENTRY const pEntry = (((6 << 3) == ((7 << 3) & pbSrc[1])) ? &jmpe : &other); return (this->*pEntry->pfCopy)(pEntry, pbDst, pbSrc); @@ -627,8 +624,8 @@ PBYTE CDetourDis::Copy0FB8(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) { // jmpe is 32bit x86 only - static const COPYENTRY popcnt = { 0xB8, ENTRY_CopyBytes2Mod }; - static const COPYENTRY jmpe = { 0xB8, ENTRY_CopyBytes3Or5Dynamic }; // jmpe x86-on-IA64 syscalls + static const COPYENTRY popcnt = /* B8 */ ENTRY_CopyBytes2Mod; + static const COPYENTRY jmpe = /* B8 */ ENTRY_CopyBytes3Or5Dynamic; // jmpe x86-on-IA64 syscalls REFCOPYENTRY const pEntry = m_bF3 ? &popcnt : &jmpe; return (this->*pEntry->pfCopy)(pEntry, pbDst, pbSrc); } @@ -663,7 +660,7 @@ PBYTE CDetourDis::CopyF6(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) // TEST BYTE /0 if (0x00 == (0x38 & pbSrc[1])) { // reg(bits 543) of ModR/M == 0 - static const COPYENTRY ce = { 0xf6, ENTRY_CopyBytes2Mod1 }; + static const COPYENTRY ce = /* f6 */ ENTRY_CopyBytes2Mod1; return (this->*ce.pfCopy)(&ce, pbDst, pbSrc); } // DIV /6 @@ -673,7 +670,7 @@ PBYTE CDetourDis::CopyF6(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) // NEG /3 // NOT /2 - static const COPYENTRY ce = { 0xf6, ENTRY_CopyBytes2Mod }; + static const COPYENTRY ce = /* f6 */ ENTRY_CopyBytes2Mod; return (this->*ce.pfCopy)(&ce, pbDst, pbSrc); } @@ -683,7 +680,7 @@ PBYTE CDetourDis::CopyF7(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) // TEST WORD /0 if (0x00 == (0x38 & pbSrc[1])) { // reg(bits 543) of ModR/M == 0 - static const COPYENTRY ce = { 0xf7, ENTRY_CopyBytes2ModOperand }; + static const COPYENTRY ce = /* f7 */ ENTRY_CopyBytes2ModOperand; return (this->*ce.pfCopy)(&ce, pbDst, pbSrc); } @@ -693,7 +690,7 @@ PBYTE CDetourDis::CopyF7(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) // MUL /4 // NEG /3 // NOT /2 - static const COPYENTRY ce = { 0xf7, ENTRY_CopyBytes2Mod }; + static const COPYENTRY ce = /* f7 */ ENTRY_CopyBytes2Mod; return (this->*ce.pfCopy)(&ce, pbDst, pbSrc); } @@ -708,7 +705,7 @@ PBYTE CDetourDis::CopyFF(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) // invalid/7 (void)pEntry; - static const COPYENTRY ce = { 0xff, ENTRY_CopyBytes2Mod }; + static const COPYENTRY ce = /* ff */ ENTRY_CopyBytes2Mod; PBYTE pbOut = (this->*ce.pfCopy)(&ce, pbDst, pbSrc); BYTE const b1 = pbSrc[1]; @@ -752,9 +749,9 @@ PBYTE CDetourDis::CopyVexEvexCommon(BYTE m, PBYTE pbDst, PBYTE pbSrc, BYTE p) // m is first instead of last in the hopes of pbDst/pbSrc being // passed along efficiently in the registers they were already in. { - static const COPYENTRY ceF38 = { 0x38, ENTRY_CopyBytes2Mod }; - static const COPYENTRY ceF3A = { 0x3A, ENTRY_CopyBytes2Mod1 }; - static const COPYENTRY ceInvalid = { 0xC4, ENTRY_Invalid }; + static const COPYENTRY ceF38 = /* 38 */ ENTRY_CopyBytes2Mod; + static const COPYENTRY ceF3A = /* 3A */ ENTRY_CopyBytes2Mod1; + static const COPYENTRY ceInvalid = /* C4 */ ENTRY_Invalid; switch (p & 3) { case 0: break; @@ -788,7 +785,7 @@ PBYTE CDetourDis::CopyVex3(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) // 3 byte VEX prefix 0xC4 { #ifdef DETOURS_X86 - const static COPYENTRY ceLES = { 0xC4, ENTRY_CopyBytes2Mod }; + const static COPYENTRY ceLES = /* C4 */ ENTRY_CopyBytes2Mod; if ((pbSrc[1] & 0xC0) != 0xC0) { REFCOPYENTRY pEntry = &ceLES; return (this->*pEntry->pfCopy)(pEntry, pbDst, pbSrc); @@ -833,7 +830,7 @@ PBYTE CDetourDis::CopyVex2(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) // 2 byte VEX prefix 0xC5 { #ifdef DETOURS_X86 - const static COPYENTRY ceLDS = { 0xC5, ENTRY_CopyBytes2Mod }; + const static COPYENTRY ceLDS = /* C5 */ ENTRY_CopyBytes2Mod; if ((pbSrc[1] & 0xC0) != 0xC0) { REFCOPYENTRY pEntry = &ceLDS; return (this->*pEntry->pfCopy)(pEntry, pbDst, pbSrc); @@ -854,13 +851,13 @@ PBYTE CDetourDis::CopyEvex(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) BYTE const p0 = pbSrc[1]; #ifdef DETOURS_X86 - const static COPYENTRY ceBound = { 0x62, ENTRY_CopyBytes2Mod }; + const static COPYENTRY ceBound = /* 62 */ ENTRY_CopyBytes2Mod; if ((p0 & 0xC0) != 0xC0) { return CopyBytes(&ceBound, pbDst, pbSrc); } #endif - static const COPYENTRY ceInvalid = { 0x62, ENTRY_Invalid }; + static const COPYENTRY ceInvalid = /* 62 */ ENTRY_Invalid; if ((p0 & 0x0C) != 0) return Invalid(&ceInvalid, pbDst, pbSrc); @@ -893,10 +890,10 @@ mmmmm only otherwise defined for 8, 9, A. pp is like VEX but only instructions with 0 are defined */ { - const static COPYENTRY cePop = { 0x8F, ENTRY_CopyBytes2Mod }; - const static COPYENTRY ceXop = { 0x8F, ENTRY_CopyBytesXop }; - const static COPYENTRY ceXop1 = { 0x8F, ENTRY_CopyBytesXop1 }; - const static COPYENTRY ceXop4 = { 0x8F, ENTRY_CopyBytesXop4 }; + const static COPYENTRY cePop = /* 8F */ ENTRY_CopyBytes2Mod; + const static COPYENTRY ceXop = /* 8F */ ENTRY_CopyBytesXop; + const static COPYENTRY ceXop1 = /* 8F */ ENTRY_CopyBytesXop1; + const static COPYENTRY ceXop4 = /* 8F */ ENTRY_CopyBytesXop4; BYTE const m = (BYTE)(pbSrc[1] & 0x1F); ASSERT(m <= 10); @@ -956,544 +953,543 @@ const BYTE CDetourDis::s_rbModRm[256] = { 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0 // Fx }; -const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable[257] = +const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable[] = { - { 0x00, ENTRY_CopyBytes2Mod }, // ADD /r - { 0x01, ENTRY_CopyBytes2Mod }, // ADD /r - { 0x02, ENTRY_CopyBytes2Mod }, // ADD /r - { 0x03, ENTRY_CopyBytes2Mod }, // ADD /r - { 0x04, ENTRY_CopyBytes2 }, // ADD ib - { 0x05, ENTRY_CopyBytes3Or5 }, // ADD iw + /* 00 */ ENTRY_CopyBytes2Mod, // ADD /r + /* 01 */ ENTRY_CopyBytes2Mod, // ADD /r + /* 02 */ ENTRY_CopyBytes2Mod, // ADD /r + /* 03 */ ENTRY_CopyBytes2Mod, // ADD /r + /* 04 */ ENTRY_CopyBytes2, // ADD ib + /* 05 */ ENTRY_CopyBytes3Or5, // ADD iw #ifdef DETOURS_X64 - { 0x06, ENTRY_Invalid }, // Invalid - { 0x07, ENTRY_Invalid }, // Invalid + /* 06 */ ENTRY_Invalid, // Invalid + /* 07 */ ENTRY_Invalid, // Invalid #else - { 0x06, ENTRY_CopyBytes1 }, // PUSH - { 0x07, ENTRY_CopyBytes1 }, // POP + /* 06 */ ENTRY_CopyBytes1, // PUSH + /* 07 */ ENTRY_CopyBytes1, // POP #endif - { 0x08, ENTRY_CopyBytes2Mod }, // OR /r - { 0x09, ENTRY_CopyBytes2Mod }, // OR /r - { 0x0A, ENTRY_CopyBytes2Mod }, // OR /r - { 0x0B, ENTRY_CopyBytes2Mod }, // OR /r - { 0x0C, ENTRY_CopyBytes2 }, // OR ib - { 0x0D, ENTRY_CopyBytes3Or5 }, // OR iw + /* 08 */ ENTRY_CopyBytes2Mod, // OR /r + /* 09 */ ENTRY_CopyBytes2Mod, // OR /r + /* 0A */ ENTRY_CopyBytes2Mod, // OR /r + /* 0B */ ENTRY_CopyBytes2Mod, // OR /r + /* 0C */ ENTRY_CopyBytes2, // OR ib + /* 0D */ ENTRY_CopyBytes3Or5, // OR iw #ifdef DETOURS_X64 - { 0x0E, ENTRY_Invalid }, // Invalid + /* 0E */ ENTRY_Invalid, // Invalid #else - { 0x0E, ENTRY_CopyBytes1 }, // PUSH + /* 0E */ ENTRY_CopyBytes1, // PUSH #endif - { 0x0F, ENTRY_Copy0F }, // Extension Ops - { 0x10, ENTRY_CopyBytes2Mod }, // ADC /r - { 0x11, ENTRY_CopyBytes2Mod }, // ADC /r - { 0x12, ENTRY_CopyBytes2Mod }, // ADC /r - { 0x13, ENTRY_CopyBytes2Mod }, // ADC /r - { 0x14, ENTRY_CopyBytes2 }, // ADC ib - { 0x15, ENTRY_CopyBytes3Or5 }, // ADC id + /* 0F */ ENTRY_Copy0F, // Extension Ops + /* 10 */ ENTRY_CopyBytes2Mod, // ADC /r + /* 11 */ ENTRY_CopyBytes2Mod, // ADC /r + /* 12 */ ENTRY_CopyBytes2Mod, // ADC /r + /* 13 */ ENTRY_CopyBytes2Mod, // ADC /r + /* 14 */ ENTRY_CopyBytes2, // ADC ib + /* 15 */ ENTRY_CopyBytes3Or5, // ADC id #ifdef DETOURS_X64 - { 0x16, ENTRY_Invalid }, // Invalid - { 0x17, ENTRY_Invalid }, // Invalid + /* 16 */ ENTRY_Invalid, // Invalid + /* 17 */ ENTRY_Invalid, // Invalid #else - { 0x16, ENTRY_CopyBytes1 }, // PUSH - { 0x17, ENTRY_CopyBytes1 }, // POP + /* 16 */ ENTRY_CopyBytes1, // PUSH + /* 17 */ ENTRY_CopyBytes1, // POP #endif - { 0x18, ENTRY_CopyBytes2Mod }, // SBB /r - { 0x19, ENTRY_CopyBytes2Mod }, // SBB /r - { 0x1A, ENTRY_CopyBytes2Mod }, // SBB /r - { 0x1B, ENTRY_CopyBytes2Mod }, // SBB /r - { 0x1C, ENTRY_CopyBytes2 }, // SBB ib - { 0x1D, ENTRY_CopyBytes3Or5 }, // SBB id + /* 18 */ ENTRY_CopyBytes2Mod, // SBB /r + /* 19 */ ENTRY_CopyBytes2Mod, // SBB /r + /* 1A */ ENTRY_CopyBytes2Mod, // SBB /r + /* 1B */ ENTRY_CopyBytes2Mod, // SBB /r + /* 1C */ ENTRY_CopyBytes2, // SBB ib + /* 1D */ ENTRY_CopyBytes3Or5, // SBB id #ifdef DETOURS_X64 - { 0x1E, ENTRY_Invalid }, // Invalid - { 0x1F, ENTRY_Invalid }, // Invalid + /* 1E */ ENTRY_Invalid, // Invalid + /* 1F */ ENTRY_Invalid, // Invalid #else - { 0x1E, ENTRY_CopyBytes1 }, // PUSH - { 0x1F, ENTRY_CopyBytes1 }, // POP + /* 1E */ ENTRY_CopyBytes1, // PUSH + /* 1F */ ENTRY_CopyBytes1, // POP #endif - { 0x20, ENTRY_CopyBytes2Mod }, // AND /r - { 0x21, ENTRY_CopyBytes2Mod }, // AND /r - { 0x22, ENTRY_CopyBytes2Mod }, // AND /r - { 0x23, ENTRY_CopyBytes2Mod }, // AND /r - { 0x24, ENTRY_CopyBytes2 }, // AND ib - { 0x25, ENTRY_CopyBytes3Or5 }, // AND id - { 0x26, ENTRY_CopyBytesSegment }, // ES prefix + /* 20 */ ENTRY_CopyBytes2Mod, // AND /r + /* 21 */ ENTRY_CopyBytes2Mod, // AND /r + /* 22 */ ENTRY_CopyBytes2Mod, // AND /r + /* 23 */ ENTRY_CopyBytes2Mod, // AND /r + /* 24 */ ENTRY_CopyBytes2, // AND ib + /* 25 */ ENTRY_CopyBytes3Or5, // AND id + /* 26 */ ENTRY_CopyBytesSegment, // ES prefix #ifdef DETOURS_X64 - { 0x27, ENTRY_Invalid }, // Invalid + /* 27 */ ENTRY_Invalid, // Invalid #else - { 0x27, ENTRY_CopyBytes1 }, // DAA + /* 27 */ ENTRY_CopyBytes1, // DAA #endif - { 0x28, ENTRY_CopyBytes2Mod }, // SUB /r - { 0x29, ENTRY_CopyBytes2Mod }, // SUB /r - { 0x2A, ENTRY_CopyBytes2Mod }, // SUB /r - { 0x2B, ENTRY_CopyBytes2Mod }, // SUB /r - { 0x2C, ENTRY_CopyBytes2 }, // SUB ib - { 0x2D, ENTRY_CopyBytes3Or5 }, // SUB id - { 0x2E, ENTRY_CopyBytesSegment }, // CS prefix + /* 28 */ ENTRY_CopyBytes2Mod, // SUB /r + /* 29 */ ENTRY_CopyBytes2Mod, // SUB /r + /* 2A */ ENTRY_CopyBytes2Mod, // SUB /r + /* 2B */ ENTRY_CopyBytes2Mod, // SUB /r + /* 2C */ ENTRY_CopyBytes2, // SUB ib + /* 2D */ ENTRY_CopyBytes3Or5, // SUB id + /* 2E */ ENTRY_CopyBytesSegment, // CS prefix #ifdef DETOURS_X64 - { 0x2F, ENTRY_Invalid }, // Invalid + /* 2F */ ENTRY_Invalid, // Invalid #else - { 0x2F, ENTRY_CopyBytes1 }, // DAS + /* 2F */ ENTRY_CopyBytes1, // DAS #endif - { 0x30, ENTRY_CopyBytes2Mod }, // XOR /r - { 0x31, ENTRY_CopyBytes2Mod }, // XOR /r - { 0x32, ENTRY_CopyBytes2Mod }, // XOR /r - { 0x33, ENTRY_CopyBytes2Mod }, // XOR /r - { 0x34, ENTRY_CopyBytes2 }, // XOR ib - { 0x35, ENTRY_CopyBytes3Or5 }, // XOR id - { 0x36, ENTRY_CopyBytesSegment }, // SS prefix + /* 30 */ ENTRY_CopyBytes2Mod, // XOR /r + /* 31 */ ENTRY_CopyBytes2Mod, // XOR /r + /* 32 */ ENTRY_CopyBytes2Mod, // XOR /r + /* 33 */ ENTRY_CopyBytes2Mod, // XOR /r + /* 34 */ ENTRY_CopyBytes2, // XOR ib + /* 35 */ ENTRY_CopyBytes3Or5, // XOR id + /* 36 */ ENTRY_CopyBytesSegment, // SS prefix #ifdef DETOURS_X64 - { 0x37, ENTRY_Invalid }, // Invalid + /* 37 */ ENTRY_Invalid, // Invalid #else - { 0x37, ENTRY_CopyBytes1 }, // AAA + /* 37 */ ENTRY_CopyBytes1, // AAA #endif - { 0x38, ENTRY_CopyBytes2Mod }, // CMP /r - { 0x39, ENTRY_CopyBytes2Mod }, // CMP /r - { 0x3A, ENTRY_CopyBytes2Mod }, // CMP /r - { 0x3B, ENTRY_CopyBytes2Mod }, // CMP /r - { 0x3C, ENTRY_CopyBytes2 }, // CMP ib - { 0x3D, ENTRY_CopyBytes3Or5 }, // CMP id - { 0x3E, ENTRY_CopyBytesSegment }, // DS prefix + /* 38 */ ENTRY_CopyBytes2Mod, // CMP /r + /* 39 */ ENTRY_CopyBytes2Mod, // CMP /r + /* 3A */ ENTRY_CopyBytes2Mod, // CMP /r + /* 3B */ ENTRY_CopyBytes2Mod, // CMP /r + /* 3C */ ENTRY_CopyBytes2, // CMP ib + /* 3D */ ENTRY_CopyBytes3Or5, // CMP id + /* 3E */ ENTRY_CopyBytesSegment, // DS prefix #ifdef DETOURS_X64 - { 0x3F, ENTRY_Invalid }, // Invalid + /* 3F */ ENTRY_Invalid, // Invalid #else - { 0x3F, ENTRY_CopyBytes1 }, // AAS + /* 3F */ ENTRY_CopyBytes1, // AAS #endif #ifdef DETOURS_X64 // For Rax Prefix - { 0x40, ENTRY_CopyBytesRax }, // Rax - { 0x41, ENTRY_CopyBytesRax }, // Rax - { 0x42, ENTRY_CopyBytesRax }, // Rax - { 0x43, ENTRY_CopyBytesRax }, // Rax - { 0x44, ENTRY_CopyBytesRax }, // Rax - { 0x45, ENTRY_CopyBytesRax }, // Rax - { 0x46, ENTRY_CopyBytesRax }, // Rax - { 0x47, ENTRY_CopyBytesRax }, // Rax - { 0x48, ENTRY_CopyBytesRax }, // Rax - { 0x49, ENTRY_CopyBytesRax }, // Rax - { 0x4A, ENTRY_CopyBytesRax }, // Rax - { 0x4B, ENTRY_CopyBytesRax }, // Rax - { 0x4C, ENTRY_CopyBytesRax }, // Rax - { 0x4D, ENTRY_CopyBytesRax }, // Rax - { 0x4E, ENTRY_CopyBytesRax }, // Rax - { 0x4F, ENTRY_CopyBytesRax }, // Rax + /* 40 */ ENTRY_CopyBytesRax, // Rax + /* 41 */ ENTRY_CopyBytesRax, // Rax + /* 42 */ ENTRY_CopyBytesRax, // Rax + /* 43 */ ENTRY_CopyBytesRax, // Rax + /* 44 */ ENTRY_CopyBytesRax, // Rax + /* 45 */ ENTRY_CopyBytesRax, // Rax + /* 46 */ ENTRY_CopyBytesRax, // Rax + /* 47 */ ENTRY_CopyBytesRax, // Rax + /* 48 */ ENTRY_CopyBytesRax, // Rax + /* 49 */ ENTRY_CopyBytesRax, // Rax + /* 4A */ ENTRY_CopyBytesRax, // Rax + /* 4B */ ENTRY_CopyBytesRax, // Rax + /* 4C */ ENTRY_CopyBytesRax, // Rax + /* 4D */ ENTRY_CopyBytesRax, // Rax + /* 4E */ ENTRY_CopyBytesRax, // Rax + /* 4F */ ENTRY_CopyBytesRax, // Rax #else - { 0x40, ENTRY_CopyBytes1 }, // INC - { 0x41, ENTRY_CopyBytes1 }, // INC - { 0x42, ENTRY_CopyBytes1 }, // INC - { 0x43, ENTRY_CopyBytes1 }, // INC - { 0x44, ENTRY_CopyBytes1 }, // INC - { 0x45, ENTRY_CopyBytes1 }, // INC - { 0x46, ENTRY_CopyBytes1 }, // INC - { 0x47, ENTRY_CopyBytes1 }, // INC - { 0x48, ENTRY_CopyBytes1 }, // DEC - { 0x49, ENTRY_CopyBytes1 }, // DEC - { 0x4A, ENTRY_CopyBytes1 }, // DEC - { 0x4B, ENTRY_CopyBytes1 }, // DEC - { 0x4C, ENTRY_CopyBytes1 }, // DEC - { 0x4D, ENTRY_CopyBytes1 }, // DEC - { 0x4E, ENTRY_CopyBytes1 }, // DEC - { 0x4F, ENTRY_CopyBytes1 }, // DEC + /* 40 */ ENTRY_CopyBytes1, // INC + /* 41 */ ENTRY_CopyBytes1, // INC + /* 42 */ ENTRY_CopyBytes1, // INC + /* 43 */ ENTRY_CopyBytes1, // INC + /* 44 */ ENTRY_CopyBytes1, // INC + /* 45 */ ENTRY_CopyBytes1, // INC + /* 46 */ ENTRY_CopyBytes1, // INC + /* 47 */ ENTRY_CopyBytes1, // INC + /* 48 */ ENTRY_CopyBytes1, // DEC + /* 49 */ ENTRY_CopyBytes1, // DEC + /* 4A */ ENTRY_CopyBytes1, // DEC + /* 4B */ ENTRY_CopyBytes1, // DEC + /* 4C */ ENTRY_CopyBytes1, // DEC + /* 4D */ ENTRY_CopyBytes1, // DEC + /* 4E */ ENTRY_CopyBytes1, // DEC + /* 4F */ ENTRY_CopyBytes1, // DEC #endif - { 0x50, ENTRY_CopyBytes1 }, // PUSH - { 0x51, ENTRY_CopyBytes1 }, // PUSH - { 0x52, ENTRY_CopyBytes1 }, // PUSH - { 0x53, ENTRY_CopyBytes1 }, // PUSH - { 0x54, ENTRY_CopyBytes1 }, // PUSH - { 0x55, ENTRY_CopyBytes1 }, // PUSH - { 0x56, ENTRY_CopyBytes1 }, // PUSH - { 0x57, ENTRY_CopyBytes1 }, // PUSH - { 0x58, ENTRY_CopyBytes1 }, // POP - { 0x59, ENTRY_CopyBytes1 }, // POP - { 0x5A, ENTRY_CopyBytes1 }, // POP - { 0x5B, ENTRY_CopyBytes1 }, // POP - { 0x5C, ENTRY_CopyBytes1 }, // POP - { 0x5D, ENTRY_CopyBytes1 }, // POP - { 0x5E, ENTRY_CopyBytes1 }, // POP - { 0x5F, ENTRY_CopyBytes1 }, // POP + /* 50 */ ENTRY_CopyBytes1, // PUSH + /* 51 */ ENTRY_CopyBytes1, // PUSH + /* 52 */ ENTRY_CopyBytes1, // PUSH + /* 53 */ ENTRY_CopyBytes1, // PUSH + /* 54 */ ENTRY_CopyBytes1, // PUSH + /* 55 */ ENTRY_CopyBytes1, // PUSH + /* 56 */ ENTRY_CopyBytes1, // PUSH + /* 57 */ ENTRY_CopyBytes1, // PUSH + /* 58 */ ENTRY_CopyBytes1, // POP + /* 59 */ ENTRY_CopyBytes1, // POP + /* 5A */ ENTRY_CopyBytes1, // POP + /* 5B */ ENTRY_CopyBytes1, // POP + /* 5C */ ENTRY_CopyBytes1, // POP + /* 5D */ ENTRY_CopyBytes1, // POP + /* 5E */ ENTRY_CopyBytes1, // POP + /* 5F */ ENTRY_CopyBytes1, // POP #ifdef DETOURS_X64 - { 0x60, ENTRY_Invalid }, // Invalid - { 0x61, ENTRY_Invalid }, // Invalid - { 0x62, ENTRY_CopyEvex }, // EVEX / AVX512 + /* 60 */ ENTRY_Invalid, // Invalid + /* 61 */ ENTRY_Invalid, // Invalid + /* 62 */ ENTRY_CopyEvex, // EVEX / AVX512 #else - { 0x60, ENTRY_CopyBytes1 }, // PUSHAD - { 0x61, ENTRY_CopyBytes1 }, // POPAD - { 0x62, ENTRY_CopyEvex }, // BOUND /r and EVEX / AVX512 + /* 60 */ ENTRY_CopyBytes1, // PUSHAD + /* 61 */ ENTRY_CopyBytes1, // POPAD + /* 62 */ ENTRY_CopyEvex, // BOUND /r and EVEX / AVX512 #endif - { 0x63, ENTRY_CopyBytes2Mod }, // 32bit ARPL /r, 64bit MOVSXD - { 0x64, ENTRY_CopyBytesSegment }, // FS prefix - { 0x65, ENTRY_CopyBytesSegment }, // GS prefix - { 0x66, ENTRY_Copy66 }, // Operand Prefix - { 0x67, ENTRY_Copy67 }, // Address Prefix - { 0x68, ENTRY_CopyBytes3Or5 }, // PUSH - { 0x69, ENTRY_CopyBytes2ModOperand }, // IMUL /r iz - { 0x6A, ENTRY_CopyBytes2 }, // PUSH - { 0x6B, ENTRY_CopyBytes2Mod1 }, // IMUL /r ib - { 0x6C, ENTRY_CopyBytes1 }, // INS - { 0x6D, ENTRY_CopyBytes1 }, // INS - { 0x6E, ENTRY_CopyBytes1 }, // OUTS/OUTSB - { 0x6F, ENTRY_CopyBytes1 }, // OUTS/OUTSW - { 0x70, ENTRY_CopyBytes2Jump }, // JO // 0f80 - { 0x71, ENTRY_CopyBytes2Jump }, // JNO // 0f81 - { 0x72, ENTRY_CopyBytes2Jump }, // JB/JC/JNAE // 0f82 - { 0x73, ENTRY_CopyBytes2Jump }, // JAE/JNB/JNC // 0f83 - { 0x74, ENTRY_CopyBytes2Jump }, // JE/JZ // 0f84 - { 0x75, ENTRY_CopyBytes2Jump }, // JNE/JNZ // 0f85 - { 0x76, ENTRY_CopyBytes2Jump }, // JBE/JNA // 0f86 - { 0x77, ENTRY_CopyBytes2Jump }, // JA/JNBE // 0f87 - { 0x78, ENTRY_CopyBytes2Jump }, // JS // 0f88 - { 0x79, ENTRY_CopyBytes2Jump }, // JNS // 0f89 - { 0x7A, ENTRY_CopyBytes2Jump }, // JP/JPE // 0f8a - { 0x7B, ENTRY_CopyBytes2Jump }, // JNP/JPO // 0f8b - { 0x7C, ENTRY_CopyBytes2Jump }, // JL/JNGE // 0f8c - { 0x7D, ENTRY_CopyBytes2Jump }, // JGE/JNL // 0f8d - { 0x7E, ENTRY_CopyBytes2Jump }, // JLE/JNG // 0f8e - { 0x7F, ENTRY_CopyBytes2Jump }, // JG/JNLE // 0f8f - { 0x80, ENTRY_CopyBytes2Mod1 }, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 byte reg, immediate byte - { 0x81, ENTRY_CopyBytes2ModOperand }, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 byte reg, immediate word or dword + /* 63 */ ENTRY_CopyBytes2Mod, // 32bit ARPL /r, 64bit MOVSXD + /* 64 */ ENTRY_CopyBytesSegment, // FS prefix + /* 65 */ ENTRY_CopyBytesSegment, // GS prefix + /* 66 */ ENTRY_Copy66, // Operand Prefix + /* 67 */ ENTRY_Copy67, // Address Prefix + /* 68 */ ENTRY_CopyBytes3Or5, // PUSH + /* 69 */ ENTRY_CopyBytes2ModOperand, // IMUL /r iz + /* 6A */ ENTRY_CopyBytes2, // PUSH + /* 6B */ ENTRY_CopyBytes2Mod1, // IMUL /r ib + /* 6C */ ENTRY_CopyBytes1, // INS + /* 6D */ ENTRY_CopyBytes1, // INS + /* 6E */ ENTRY_CopyBytes1, // OUTS/OUTSB + /* 6F */ ENTRY_CopyBytes1, // OUTS/OUTSW + /* 70 */ ENTRY_CopyBytes2Jump, // JO // 0f80 + /* 71 */ ENTRY_CopyBytes2Jump, // JNO // 0f81 + /* 72 */ ENTRY_CopyBytes2Jump, // JB/JC/JNAE // 0f82 + /* 73 */ ENTRY_CopyBytes2Jump, // JAE/JNB/JNC // 0f83 + /* 74 */ ENTRY_CopyBytes2Jump, // JE/JZ // 0f84 + /* 75 */ ENTRY_CopyBytes2Jump, // JNE/JNZ // 0f85 + /* 76 */ ENTRY_CopyBytes2Jump, // JBE/JNA // 0f86 + /* 77 */ ENTRY_CopyBytes2Jump, // JA/JNBE // 0f87 + /* 78 */ ENTRY_CopyBytes2Jump, // JS // 0f88 + /* 79 */ ENTRY_CopyBytes2Jump, // JNS // 0f89 + /* 7A */ ENTRY_CopyBytes2Jump, // JP/JPE // 0f8a + /* 7B */ ENTRY_CopyBytes2Jump, // JNP/JPO // 0f8b + /* 7C */ ENTRY_CopyBytes2Jump, // JL/JNGE // 0f8c + /* 7D */ ENTRY_CopyBytes2Jump, // JGE/JNL // 0f8d + /* 7E */ ENTRY_CopyBytes2Jump, // JLE/JNG // 0f8e + /* 7F */ ENTRY_CopyBytes2Jump, // JG/JNLE // 0f8f + /* 80 */ ENTRY_CopyBytes2Mod1, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 byte reg, immediate byte + /* 81 */ ENTRY_CopyBytes2ModOperand, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 byte reg, immediate word or dword #ifdef DETOURS_X64 - { 0x82, ENTRY_Invalid }, // Invalid + /* 82 */ ENTRY_Invalid, // Invalid #else - { 0x82, ENTRY_CopyBytes2Mod1 }, // MOV al,x + /* 82 */ ENTRY_CopyBytes2Mod1, // MOV al,x #endif - { 0x83, ENTRY_CopyBytes2Mod1 }, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 reg, immediate byte - { 0x84, ENTRY_CopyBytes2Mod }, // TEST /r - { 0x85, ENTRY_CopyBytes2Mod }, // TEST /r - { 0x86, ENTRY_CopyBytes2Mod }, // XCHG /r @todo - { 0x87, ENTRY_CopyBytes2Mod }, // XCHG /r @todo - { 0x88, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x89, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8A, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8B, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8C, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8D, ENTRY_CopyBytes2Mod }, // LEA /r - { 0x8E, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8F, ENTRY_CopyXop }, // POP /0 or AMD XOP - { 0x90, ENTRY_CopyBytes1 }, // NOP - { 0x91, ENTRY_CopyBytes1 }, // XCHG - { 0x92, ENTRY_CopyBytes1 }, // XCHG - { 0x93, ENTRY_CopyBytes1 }, // XCHG - { 0x94, ENTRY_CopyBytes1 }, // XCHG - { 0x95, ENTRY_CopyBytes1 }, // XCHG - { 0x96, ENTRY_CopyBytes1 }, // XCHG - { 0x97, ENTRY_CopyBytes1 }, // XCHG - { 0x98, ENTRY_CopyBytes1 }, // CWDE - { 0x99, ENTRY_CopyBytes1 }, // CDQ + /* 83 */ ENTRY_CopyBytes2Mod1, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 reg, immediate byte + /* 84 */ ENTRY_CopyBytes2Mod, // TEST /r + /* 85 */ ENTRY_CopyBytes2Mod, // TEST /r + /* 86 */ ENTRY_CopyBytes2Mod, // XCHG /r @todo + /* 87 */ ENTRY_CopyBytes2Mod, // XCHG /r @todo + /* 88 */ ENTRY_CopyBytes2Mod, // MOV /r + /* 89 */ ENTRY_CopyBytes2Mod, // MOV /r + /* 8A */ ENTRY_CopyBytes2Mod, // MOV /r + /* 8B */ ENTRY_CopyBytes2Mod, // MOV /r + /* 8C */ ENTRY_CopyBytes2Mod, // MOV /r + /* 8D */ ENTRY_CopyBytes2Mod, // LEA /r + /* 8E */ ENTRY_CopyBytes2Mod, // MOV /r + /* 8F */ ENTRY_CopyXop, // POP /0 or AMD XOP + /* 90 */ ENTRY_CopyBytes1, // NOP + /* 91 */ ENTRY_CopyBytes1, // XCHG + /* 92 */ ENTRY_CopyBytes1, // XCHG + /* 93 */ ENTRY_CopyBytes1, // XCHG + /* 94 */ ENTRY_CopyBytes1, // XCHG + /* 95 */ ENTRY_CopyBytes1, // XCHG + /* 96 */ ENTRY_CopyBytes1, // XCHG + /* 97 */ ENTRY_CopyBytes1, // XCHG + /* 98 */ ENTRY_CopyBytes1, // CWDE + /* 99 */ ENTRY_CopyBytes1, // CDQ #ifdef DETOURS_X64 - { 0x9A, ENTRY_Invalid }, // Invalid + /* 9A */ ENTRY_Invalid, // Invalid #else - { 0x9A, ENTRY_CopyBytes5Or7Dynamic }, // CALL cp + /* 9A */ ENTRY_CopyBytes5Or7Dynamic, // CALL cp #endif - { 0x9B, ENTRY_CopyBytes1 }, // WAIT/FWAIT - { 0x9C, ENTRY_CopyBytes1 }, // PUSHFD - { 0x9D, ENTRY_CopyBytes1 }, // POPFD - { 0x9E, ENTRY_CopyBytes1 }, // SAHF - { 0x9F, ENTRY_CopyBytes1 }, // LAHF - { 0xA0, ENTRY_CopyBytes1Address }, // MOV - { 0xA1, ENTRY_CopyBytes1Address }, // MOV - { 0xA2, ENTRY_CopyBytes1Address }, // MOV - { 0xA3, ENTRY_CopyBytes1Address }, // MOV - { 0xA4, ENTRY_CopyBytes1 }, // MOVS - { 0xA5, ENTRY_CopyBytes1 }, // MOVS/MOVSD - { 0xA6, ENTRY_CopyBytes1 }, // CMPS/CMPSB - { 0xA7, ENTRY_CopyBytes1 }, // CMPS/CMPSW - { 0xA8, ENTRY_CopyBytes2 }, // TEST - { 0xA9, ENTRY_CopyBytes3Or5 }, // TEST - { 0xAA, ENTRY_CopyBytes1 }, // STOS/STOSB - { 0xAB, ENTRY_CopyBytes1 }, // STOS/STOSW - { 0xAC, ENTRY_CopyBytes1 }, // LODS/LODSB - { 0xAD, ENTRY_CopyBytes1 }, // LODS/LODSW - { 0xAE, ENTRY_CopyBytes1 }, // SCAS/SCASB - { 0xAF, ENTRY_CopyBytes1 }, // SCAS/SCASD - { 0xB0, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB1, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB2, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB3, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB4, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB5, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB6, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB7, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB8, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xB9, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBA, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBB, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBC, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBD, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBE, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBF, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xC0, ENTRY_CopyBytes2Mod1 }, // RCL/2 ib, etc. - { 0xC1, ENTRY_CopyBytes2Mod1 }, // RCL/2 ib, etc. - { 0xC2, ENTRY_CopyBytes3 }, // RET - { 0xC3, ENTRY_CopyBytes1 }, // RET - { 0xC4, ENTRY_CopyVex3 }, // LES, VEX 3-byte opcodes. - { 0xC5, ENTRY_CopyVex2 }, // LDS, VEX 2-byte opcodes. - { 0xC6, ENTRY_CopyBytes2Mod1 }, // MOV - { 0xC7, ENTRY_CopyBytes2ModOperand }, // MOV/0 XBEGIN/7 - { 0xC8, ENTRY_CopyBytes4 }, // ENTER - { 0xC9, ENTRY_CopyBytes1 }, // LEAVE - { 0xCA, ENTRY_CopyBytes3Dynamic }, // RET - { 0xCB, ENTRY_CopyBytes1Dynamic }, // RET - { 0xCC, ENTRY_CopyBytes1Dynamic }, // INT 3 - { 0xCD, ENTRY_CopyBytes2Dynamic }, // INT ib + /* 9B */ ENTRY_CopyBytes1, // WAIT/FWAIT + /* 9C */ ENTRY_CopyBytes1, // PUSHFD + /* 9D */ ENTRY_CopyBytes1, // POPFD + /* 9E */ ENTRY_CopyBytes1, // SAHF + /* 9F */ ENTRY_CopyBytes1, // LAHF + /* A0 */ ENTRY_CopyBytes1Address, // MOV + /* A1 */ ENTRY_CopyBytes1Address, // MOV + /* A2 */ ENTRY_CopyBytes1Address, // MOV + /* A3 */ ENTRY_CopyBytes1Address, // MOV + /* A4 */ ENTRY_CopyBytes1, // MOVS + /* A5 */ ENTRY_CopyBytes1, // MOVS/MOVSD + /* A6 */ ENTRY_CopyBytes1, // CMPS/CMPSB + /* A7 */ ENTRY_CopyBytes1, // CMPS/CMPSW + /* A8 */ ENTRY_CopyBytes2, // TEST + /* A9 */ ENTRY_CopyBytes3Or5, // TEST + /* AA */ ENTRY_CopyBytes1, // STOS/STOSB + /* AB */ ENTRY_CopyBytes1, // STOS/STOSW + /* AC */ ENTRY_CopyBytes1, // LODS/LODSB + /* AD */ ENTRY_CopyBytes1, // LODS/LODSW + /* AE */ ENTRY_CopyBytes1, // SCAS/SCASB + /* AF */ ENTRY_CopyBytes1, // SCAS/SCASD + /* B0 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B1 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B2 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B3 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B4 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B5 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B6 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B7 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B8 */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* B9 */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BA */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BB */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BC */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BD */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BE */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BF */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* C0 */ ENTRY_CopyBytes2Mod1, // RCL/2 ib, etc. + /* C1 */ ENTRY_CopyBytes2Mod1, // RCL/2 ib, etc. + /* C2 */ ENTRY_CopyBytes3, // RET + /* C3 */ ENTRY_CopyBytes1, // RET + /* C4 */ ENTRY_CopyVex3, // LES, VEX 3-byte opcodes. + /* C5 */ ENTRY_CopyVex2, // LDS, VEX 2-byte opcodes. + /* C6 */ ENTRY_CopyBytes2Mod1, // MOV + /* C7 */ ENTRY_CopyBytes2ModOperand, // MOV/0 XBEGIN/7 + /* C8 */ ENTRY_CopyBytes4, // ENTER + /* C9 */ ENTRY_CopyBytes1, // LEAVE + /* CA */ ENTRY_CopyBytes3Dynamic, // RET + /* CB */ ENTRY_CopyBytes1Dynamic, // RET + /* CC */ ENTRY_CopyBytes1Dynamic, // INT 3 + /* CD */ ENTRY_CopyBytes2Dynamic, // INT ib #ifdef DETOURS_X64 - { 0xCE, ENTRY_Invalid }, // Invalid + /* CE */ ENTRY_Invalid, // Invalid #else - { 0xCE, ENTRY_CopyBytes1Dynamic }, // INTO + /* CE */ ENTRY_CopyBytes1Dynamic, // INTO #endif - { 0xCF, ENTRY_CopyBytes1Dynamic }, // IRET - { 0xD0, ENTRY_CopyBytes2Mod }, // RCL/2, etc. - { 0xD1, ENTRY_CopyBytes2Mod }, // RCL/2, etc. - { 0xD2, ENTRY_CopyBytes2Mod }, // RCL/2, etc. - { 0xD3, ENTRY_CopyBytes2Mod }, // RCL/2, etc. + /* CF */ ENTRY_CopyBytes1Dynamic, // IRET + /* D0 */ ENTRY_CopyBytes2Mod, // RCL/2, etc. + /* D1 */ ENTRY_CopyBytes2Mod, // RCL/2, etc. + /* D2 */ ENTRY_CopyBytes2Mod, // RCL/2, etc. + /* D3 */ ENTRY_CopyBytes2Mod, // RCL/2, etc. #ifdef DETOURS_X64 - { 0xD4, ENTRY_Invalid }, // Invalid - { 0xD5, ENTRY_Invalid }, // Invalid + /* D4 */ ENTRY_Invalid, // Invalid + /* D5 */ ENTRY_Invalid, // Invalid #else - { 0xD4, ENTRY_CopyBytes2 }, // AAM - { 0xD5, ENTRY_CopyBytes2 }, // AAD + /* D4 */ ENTRY_CopyBytes2, // AAM + /* D5 */ ENTRY_CopyBytes2, // AAD #endif - { 0xD6, ENTRY_Invalid }, // Invalid - { 0xD7, ENTRY_CopyBytes1 }, // XLAT/XLATB - { 0xD8, ENTRY_CopyBytes2Mod }, // FADD, etc. - { 0xD9, ENTRY_CopyBytes2Mod }, // F2XM1, etc. - { 0xDA, ENTRY_CopyBytes2Mod }, // FLADD, etc. - { 0xDB, ENTRY_CopyBytes2Mod }, // FCLEX, etc. - { 0xDC, ENTRY_CopyBytes2Mod }, // FADD/0, etc. - { 0xDD, ENTRY_CopyBytes2Mod }, // FFREE, etc. - { 0xDE, ENTRY_CopyBytes2Mod }, // FADDP, etc. - { 0xDF, ENTRY_CopyBytes2Mod }, // FBLD/4, etc. - { 0xE0, ENTRY_CopyBytes2CantJump }, // LOOPNE cb - { 0xE1, ENTRY_CopyBytes2CantJump }, // LOOPE cb - { 0xE2, ENTRY_CopyBytes2CantJump }, // LOOP cb - { 0xE3, ENTRY_CopyBytes2CantJump }, // JCXZ/JECXZ - { 0xE4, ENTRY_CopyBytes2 }, // IN ib - { 0xE5, ENTRY_CopyBytes2 }, // IN id - { 0xE6, ENTRY_CopyBytes2 }, // OUT ib - { 0xE7, ENTRY_CopyBytes2 }, // OUT ib - { 0xE8, ENTRY_CopyBytes3Or5Target }, // CALL cd - { 0xE9, ENTRY_CopyBytes3Or5Target }, // JMP cd + /* D6 */ ENTRY_Invalid, // Invalid + /* D7 */ ENTRY_CopyBytes1, // XLAT/XLATB + /* D8 */ ENTRY_CopyBytes2Mod, // FADD, etc. + /* D9 */ ENTRY_CopyBytes2Mod, // F2XM1, etc. + /* DA */ ENTRY_CopyBytes2Mod, // FLADD, etc. + /* DB */ ENTRY_CopyBytes2Mod, // FCLEX, etc. + /* DC */ ENTRY_CopyBytes2Mod, // FADD/0, etc. + /* DD */ ENTRY_CopyBytes2Mod, // FFREE, etc. + /* DE */ ENTRY_CopyBytes2Mod, // FADDP, etc. + /* DF */ ENTRY_CopyBytes2Mod, // FBLD/4, etc. + /* E0 */ ENTRY_CopyBytes2CantJump, // LOOPNE cb + /* E1 */ ENTRY_CopyBytes2CantJump, // LOOPE cb + /* E2 */ ENTRY_CopyBytes2CantJump, // LOOP cb + /* E3 */ ENTRY_CopyBytes2CantJump, // JCXZ/JECXZ + /* E4 */ ENTRY_CopyBytes2, // IN ib + /* E5 */ ENTRY_CopyBytes2, // IN id + /* E6 */ ENTRY_CopyBytes2, // OUT ib + /* E7 */ ENTRY_CopyBytes2, // OUT ib + /* E8 */ ENTRY_CopyBytes3Or5Target, // CALL cd + /* E9 */ ENTRY_CopyBytes3Or5Target, // JMP cd #ifdef DETOURS_X64 - { 0xEA, ENTRY_Invalid }, // Invalid + /* EA */ ENTRY_Invalid, // Invalid #else - { 0xEA, ENTRY_CopyBytes5Or7Dynamic }, // JMP cp + /* EA */ ENTRY_CopyBytes5Or7Dynamic, // JMP cp #endif - { 0xEB, ENTRY_CopyBytes2Jump }, // JMP cb - { 0xEC, ENTRY_CopyBytes1 }, // IN ib - { 0xED, ENTRY_CopyBytes1 }, // IN id - { 0xEE, ENTRY_CopyBytes1 }, // OUT - { 0xEF, ENTRY_CopyBytes1 }, // OUT - { 0xF0, ENTRY_CopyBytesPrefix }, // LOCK prefix - { 0xF1, ENTRY_CopyBytes1Dynamic }, // INT1 / ICEBP somewhat documented by AMD, not by Intel - { 0xF2, ENTRY_CopyF2 }, // REPNE prefix + /* EB */ ENTRY_CopyBytes2Jump, // JMP cb + /* EC */ ENTRY_CopyBytes1, // IN ib + /* ED */ ENTRY_CopyBytes1, // IN id + /* EE */ ENTRY_CopyBytes1, // OUT + /* EF */ ENTRY_CopyBytes1, // OUT + /* F0 */ ENTRY_CopyBytesPrefix, // LOCK prefix + /* F1 */ ENTRY_CopyBytes1Dynamic, // INT1 / ICEBP somewhat documented by AMD, not by Intel + /* F2 */ ENTRY_CopyF2, // REPNE prefix //#ifdef DETOURS_X86 - { 0xF3, ENTRY_CopyF3 }, // REPE prefix + /* F3 */ ENTRY_CopyF3, // REPE prefix //#else // This does presently suffice for AMD64 but it requires tracing // through a bunch of code to verify and seems not worth maintaining. -// { 0xF3, ENTRY_CopyBytesPrefix }, // REPE prefix +// /* F3 */ ENTRY_CopyBytesPrefix, // REPE prefix //#endif - { 0xF4, ENTRY_CopyBytes1 }, // HLT - { 0xF5, ENTRY_CopyBytes1 }, // CMC - { 0xF6, ENTRY_CopyF6 }, // TEST/0, DIV/6 - { 0xF7, ENTRY_CopyF7 }, // TEST/0, DIV/6 - { 0xF8, ENTRY_CopyBytes1 }, // CLC - { 0xF9, ENTRY_CopyBytes1 }, // STC - { 0xFA, ENTRY_CopyBytes1 }, // CLI - { 0xFB, ENTRY_CopyBytes1 }, // STI - { 0xFC, ENTRY_CopyBytes1 }, // CLD - { 0xFD, ENTRY_CopyBytes1 }, // STD - { 0xFE, ENTRY_CopyBytes2Mod }, // DEC/1,INC/0 - { 0xFF, ENTRY_CopyFF }, // CALL/2 - { 0, ENTRY_End }, + /* F4 */ ENTRY_CopyBytes1, // HLT + /* F5 */ ENTRY_CopyBytes1, // CMC + /* F6 */ ENTRY_CopyF6, // TEST/0, DIV/6 + /* F7 */ ENTRY_CopyF7, // TEST/0, DIV/6 + /* F8 */ ENTRY_CopyBytes1, // CLC + /* F9 */ ENTRY_CopyBytes1, // STC + /* FA */ ENTRY_CopyBytes1, // CLI + /* FB */ ENTRY_CopyBytes1, // STI + /* FC */ ENTRY_CopyBytes1, // CLD + /* FD */ ENTRY_CopyBytes1, // STD + /* FE */ ENTRY_CopyBytes2Mod, // DEC/1,INC/0 + /* FF */ ENTRY_CopyFF, // CALL/2 }; -const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable0F[257] = +const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable0F[] = { #ifdef DETOURS_X86 - { 0x00, ENTRY_Copy0F00 }, // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6/dynamic invalid/7 + /* 00 */ ENTRY_Copy0F00, // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6/dynamic invalid/7 #else - { 0x00, ENTRY_CopyBytes2Mod }, // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6/dynamic invalid/7 + /* 00 */ ENTRY_CopyBytes2Mod, // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6/dynamic invalid/7 #endif - { 0x01, ENTRY_CopyBytes2Mod }, // INVLPG/7, etc. - { 0x02, ENTRY_CopyBytes2Mod }, // LAR/r - { 0x03, ENTRY_CopyBytes2Mod }, // LSL/r - { 0x04, ENTRY_Invalid }, // _04 - { 0x05, ENTRY_CopyBytes1 }, // SYSCALL - { 0x06, ENTRY_CopyBytes1 }, // CLTS - { 0x07, ENTRY_CopyBytes1 }, // SYSRET - { 0x08, ENTRY_CopyBytes1 }, // INVD - { 0x09, ENTRY_CopyBytes1 }, // WBINVD - { 0x0A, ENTRY_Invalid }, // _0A - { 0x0B, ENTRY_CopyBytes1 }, // UD2 - { 0x0C, ENTRY_Invalid }, // _0C - { 0x0D, ENTRY_CopyBytes2Mod }, // PREFETCH - { 0x0E, ENTRY_CopyBytes1 }, // FEMMS (3DNow -- not in Intel documentation) - { 0x0F, ENTRY_CopyBytes2Mod1 }, // 3DNow Opcodes - { 0x10, ENTRY_CopyBytes2Mod }, // MOVSS MOVUPD MOVSD - { 0x11, ENTRY_CopyBytes2Mod }, // MOVSS MOVUPD MOVSD - { 0x12, ENTRY_CopyBytes2Mod }, // MOVLPD - { 0x13, ENTRY_CopyBytes2Mod }, // MOVLPD - { 0x14, ENTRY_CopyBytes2Mod }, // UNPCKLPD - { 0x15, ENTRY_CopyBytes2Mod }, // UNPCKHPD - { 0x16, ENTRY_CopyBytes2Mod }, // MOVHPD - { 0x17, ENTRY_CopyBytes2Mod }, // MOVHPD - { 0x18, ENTRY_CopyBytes2Mod }, // PREFETCHINTA... - { 0x19, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1A, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1B, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1C, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1D, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1E, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1F, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop - { 0x20, ENTRY_CopyBytes2Mod }, // MOV/r - { 0x21, ENTRY_CopyBytes2Mod }, // MOV/r - { 0x22, ENTRY_CopyBytes2Mod }, // MOV/r - { 0x23, ENTRY_CopyBytes2Mod }, // MOV/r + /* 01 */ ENTRY_CopyBytes2Mod, // INVLPG/7, etc. + /* 02 */ ENTRY_CopyBytes2Mod, // LAR/r + /* 03 */ ENTRY_CopyBytes2Mod, // LSL/r + /* 04 */ ENTRY_Invalid, // _04 + /* 05 */ ENTRY_CopyBytes1, // SYSCALL + /* 06 */ ENTRY_CopyBytes1, // CLTS + /* 07 */ ENTRY_CopyBytes1, // SYSRET + /* 08 */ ENTRY_CopyBytes1, // INVD + /* 09 */ ENTRY_CopyBytes1, // WBINVD + /* 0A */ ENTRY_Invalid, // _0A + /* 0B */ ENTRY_CopyBytes1, // UD2 + /* 0C */ ENTRY_Invalid, // _0C + /* 0D */ ENTRY_CopyBytes2Mod, // PREFETCH + /* 0E */ ENTRY_CopyBytes1, // FEMMS (3DNow -- not in Intel documentation) + /* 0F */ ENTRY_CopyBytes2Mod1, // 3DNow Opcodes + /* 10 */ ENTRY_CopyBytes2Mod, // MOVSS MOVUPD MOVSD + /* 11 */ ENTRY_CopyBytes2Mod, // MOVSS MOVUPD MOVSD + /* 12 */ ENTRY_CopyBytes2Mod, // MOVLPD + /* 13 */ ENTRY_CopyBytes2Mod, // MOVLPD + /* 14 */ ENTRY_CopyBytes2Mod, // UNPCKLPD + /* 15 */ ENTRY_CopyBytes2Mod, // UNPCKHPD + /* 16 */ ENTRY_CopyBytes2Mod, // MOVHPD + /* 17 */ ENTRY_CopyBytes2Mod, // MOVHPD + /* 18 */ ENTRY_CopyBytes2Mod, // PREFETCHINTA... + /* 19 */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1A */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1B */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1C */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1D */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1E */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1F */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop + /* 20 */ ENTRY_CopyBytes2Mod, // MOV/r + /* 21 */ ENTRY_CopyBytes2Mod, // MOV/r + /* 22 */ ENTRY_CopyBytes2Mod, // MOV/r + /* 23 */ ENTRY_CopyBytes2Mod, // MOV/r #ifdef DETOURS_X64 - { 0x24, ENTRY_Invalid }, // _24 + /* 24 */ ENTRY_Invalid, // _24 #else - { 0x24, ENTRY_CopyBytes2Mod }, // MOV/r,TR TR is test register on 80386 and 80486, removed in Pentium + /* 24 */ ENTRY_CopyBytes2Mod, // MOV/r,TR TR is test register on 80386 and 80486, removed in Pentium #endif - { 0x25, ENTRY_Invalid }, // _25 + /* 25 */ ENTRY_Invalid, // _25 #ifdef DETOURS_X64 - { 0x26, ENTRY_Invalid }, // _26 + /* 26 */ ENTRY_Invalid, // _26 #else - { 0x26, ENTRY_CopyBytes2Mod }, // MOV TR/r TR is test register on 80386 and 80486, removed in Pentium + /* 26 */ ENTRY_CopyBytes2Mod, // MOV TR/r TR is test register on 80386 and 80486, removed in Pentium #endif - { 0x27, ENTRY_Invalid }, // _27 - { 0x28, ENTRY_CopyBytes2Mod }, // MOVAPS MOVAPD - { 0x29, ENTRY_CopyBytes2Mod }, // MOVAPS MOVAPD - { 0x2A, ENTRY_CopyBytes2Mod }, // CVPI2PS & - { 0x2B, ENTRY_CopyBytes2Mod }, // MOVNTPS MOVNTPD - { 0x2C, ENTRY_CopyBytes2Mod }, // CVTTPS2PI & - { 0x2D, ENTRY_CopyBytes2Mod }, // CVTPS2PI & - { 0x2E, ENTRY_CopyBytes2Mod }, // UCOMISS UCOMISD - { 0x2F, ENTRY_CopyBytes2Mod }, // COMISS COMISD - { 0x30, ENTRY_CopyBytes1 }, // WRMSR - { 0x31, ENTRY_CopyBytes1 }, // RDTSC - { 0x32, ENTRY_CopyBytes1 }, // RDMSR - { 0x33, ENTRY_CopyBytes1 }, // RDPMC - { 0x34, ENTRY_CopyBytes1 }, // SYSENTER - { 0x35, ENTRY_CopyBytes1 }, // SYSEXIT - { 0x36, ENTRY_Invalid }, // _36 - { 0x37, ENTRY_CopyBytes1 }, // GETSEC - { 0x38, ENTRY_CopyBytes3Mod }, // SSE3 Opcodes - { 0x39, ENTRY_Invalid }, // _39 - { 0x3A, ENTRY_CopyBytes3Mod1 }, // SSE3 Opcodes - { 0x3B, ENTRY_Invalid }, // _3B - { 0x3C, ENTRY_Invalid }, // _3C - { 0x3D, ENTRY_Invalid }, // _3D - { 0x3E, ENTRY_Invalid }, // _3E - { 0x3F, ENTRY_Invalid }, // _3F - { 0x40, ENTRY_CopyBytes2Mod }, // CMOVO (0F 40) - { 0x41, ENTRY_CopyBytes2Mod }, // CMOVNO (0F 41) - { 0x42, ENTRY_CopyBytes2Mod }, // CMOVB & CMOVNE (0F 42) - { 0x43, ENTRY_CopyBytes2Mod }, // CMOVAE & CMOVNB (0F 43) - { 0x44, ENTRY_CopyBytes2Mod }, // CMOVE & CMOVZ (0F 44) - { 0x45, ENTRY_CopyBytes2Mod }, // CMOVNE & CMOVNZ (0F 45) - { 0x46, ENTRY_CopyBytes2Mod }, // CMOVBE & CMOVNA (0F 46) - { 0x47, ENTRY_CopyBytes2Mod }, // CMOVA & CMOVNBE (0F 47) - { 0x48, ENTRY_CopyBytes2Mod }, // CMOVS (0F 48) - { 0x49, ENTRY_CopyBytes2Mod }, // CMOVNS (0F 49) - { 0x4A, ENTRY_CopyBytes2Mod }, // CMOVP & CMOVPE (0F 4A) - { 0x4B, ENTRY_CopyBytes2Mod }, // CMOVNP & CMOVPO (0F 4B) - { 0x4C, ENTRY_CopyBytes2Mod }, // CMOVL & CMOVNGE (0F 4C) - { 0x4D, ENTRY_CopyBytes2Mod }, // CMOVGE & CMOVNL (0F 4D) - { 0x4E, ENTRY_CopyBytes2Mod }, // CMOVLE & CMOVNG (0F 4E) - { 0x4F, ENTRY_CopyBytes2Mod }, // CMOVG & CMOVNLE (0F 4F) - { 0x50, ENTRY_CopyBytes2Mod }, // MOVMSKPD MOVMSKPD - { 0x51, ENTRY_CopyBytes2Mod }, // SQRTPS & - { 0x52, ENTRY_CopyBytes2Mod }, // RSQRTTS RSQRTPS - { 0x53, ENTRY_CopyBytes2Mod }, // RCPPS RCPSS - { 0x54, ENTRY_CopyBytes2Mod }, // ANDPS ANDPD - { 0x55, ENTRY_CopyBytes2Mod }, // ANDNPS ANDNPD - { 0x56, ENTRY_CopyBytes2Mod }, // ORPS ORPD - { 0x57, ENTRY_CopyBytes2Mod }, // XORPS XORPD - { 0x58, ENTRY_CopyBytes2Mod }, // ADDPS & - { 0x59, ENTRY_CopyBytes2Mod }, // MULPS & - { 0x5A, ENTRY_CopyBytes2Mod }, // CVTPS2PD & - { 0x5B, ENTRY_CopyBytes2Mod }, // CVTDQ2PS & - { 0x5C, ENTRY_CopyBytes2Mod }, // SUBPS & - { 0x5D, ENTRY_CopyBytes2Mod }, // MINPS & - { 0x5E, ENTRY_CopyBytes2Mod }, // DIVPS & - { 0x5F, ENTRY_CopyBytes2Mod }, // MASPS & - { 0x60, ENTRY_CopyBytes2Mod }, // PUNPCKLBW/r - { 0x61, ENTRY_CopyBytes2Mod }, // PUNPCKLWD/r - { 0x62, ENTRY_CopyBytes2Mod }, // PUNPCKLWD/r - { 0x63, ENTRY_CopyBytes2Mod }, // PACKSSWB/r - { 0x64, ENTRY_CopyBytes2Mod }, // PCMPGTB/r - { 0x65, ENTRY_CopyBytes2Mod }, // PCMPGTW/r - { 0x66, ENTRY_CopyBytes2Mod }, // PCMPGTD/r - { 0x67, ENTRY_CopyBytes2Mod }, // PACKUSWB/r - { 0x68, ENTRY_CopyBytes2Mod }, // PUNPCKHBW/r - { 0x69, ENTRY_CopyBytes2Mod }, // PUNPCKHWD/r - { 0x6A, ENTRY_CopyBytes2Mod }, // PUNPCKHDQ/r - { 0x6B, ENTRY_CopyBytes2Mod }, // PACKSSDW/r - { 0x6C, ENTRY_CopyBytes2Mod }, // PUNPCKLQDQ - { 0x6D, ENTRY_CopyBytes2Mod }, // PUNPCKHQDQ - { 0x6E, ENTRY_CopyBytes2Mod }, // MOVD/r - { 0x6F, ENTRY_CopyBytes2Mod }, // MOV/r - { 0x70, ENTRY_CopyBytes2Mod1 }, // PSHUFW/r ib - { 0x71, ENTRY_CopyBytes2Mod1 }, // PSLLW/6 ib,PSRAW/4 ib,PSRLW/2 ib - { 0x72, ENTRY_CopyBytes2Mod1 }, // PSLLD/6 ib,PSRAD/4 ib,PSRLD/2 ib - { 0x73, ENTRY_CopyBytes2Mod1 }, // PSLLQ/6 ib,PSRLQ/2 ib - { 0x74, ENTRY_CopyBytes2Mod }, // PCMPEQB/r - { 0x75, ENTRY_CopyBytes2Mod }, // PCMPEQW/r - { 0x76, ENTRY_CopyBytes2Mod }, // PCMPEQD/r - { 0x77, ENTRY_CopyBytes1 }, // EMMS + /* 27 */ ENTRY_Invalid, // _27 + /* 28 */ ENTRY_CopyBytes2Mod, // MOVAPS MOVAPD + /* 29 */ ENTRY_CopyBytes2Mod, // MOVAPS MOVAPD + /* 2A */ ENTRY_CopyBytes2Mod, // CVPI2PS & + /* 2B */ ENTRY_CopyBytes2Mod, // MOVNTPS MOVNTPD + /* 2C */ ENTRY_CopyBytes2Mod, // CVTTPS2PI & + /* 2D */ ENTRY_CopyBytes2Mod, // CVTPS2PI & + /* 2E */ ENTRY_CopyBytes2Mod, // UCOMISS UCOMISD + /* 2F */ ENTRY_CopyBytes2Mod, // COMISS COMISD + /* 30 */ ENTRY_CopyBytes1, // WRMSR + /* 31 */ ENTRY_CopyBytes1, // RDTSC + /* 32 */ ENTRY_CopyBytes1, // RDMSR + /* 33 */ ENTRY_CopyBytes1, // RDPMC + /* 34 */ ENTRY_CopyBytes1, // SYSENTER + /* 35 */ ENTRY_CopyBytes1, // SYSEXIT + /* 36 */ ENTRY_Invalid, // _36 + /* 37 */ ENTRY_CopyBytes1, // GETSEC + /* 38 */ ENTRY_CopyBytes3Mod, // SSE3 Opcodes + /* 39 */ ENTRY_Invalid, // _39 + /* 3A */ ENTRY_CopyBytes3Mod1, // SSE3 Opcodes + /* 3B */ ENTRY_Invalid, // _3B + /* 3C */ ENTRY_Invalid, // _3C + /* 3D */ ENTRY_Invalid, // _3D + /* 3E */ ENTRY_Invalid, // _3E + /* 3F */ ENTRY_Invalid, // _3F + /* 40 */ ENTRY_CopyBytes2Mod, // CMOVO (0F 40) + /* 41 */ ENTRY_CopyBytes2Mod, // CMOVNO (0F 41) + /* 42 */ ENTRY_CopyBytes2Mod, // CMOVB & CMOVNE (0F 42) + /* 43 */ ENTRY_CopyBytes2Mod, // CMOVAE & CMOVNB (0F 43) + /* 44 */ ENTRY_CopyBytes2Mod, // CMOVE & CMOVZ (0F 44) + /* 45 */ ENTRY_CopyBytes2Mod, // CMOVNE & CMOVNZ (0F 45) + /* 46 */ ENTRY_CopyBytes2Mod, // CMOVBE & CMOVNA (0F 46) + /* 47 */ ENTRY_CopyBytes2Mod, // CMOVA & CMOVNBE (0F 47) + /* 48 */ ENTRY_CopyBytes2Mod, // CMOVS (0F 48) + /* 49 */ ENTRY_CopyBytes2Mod, // CMOVNS (0F 49) + /* 4A */ ENTRY_CopyBytes2Mod, // CMOVP & CMOVPE (0F 4A) + /* 4B */ ENTRY_CopyBytes2Mod, // CMOVNP & CMOVPO (0F 4B) + /* 4C */ ENTRY_CopyBytes2Mod, // CMOVL & CMOVNGE (0F 4C) + /* 4D */ ENTRY_CopyBytes2Mod, // CMOVGE & CMOVNL (0F 4D) + /* 4E */ ENTRY_CopyBytes2Mod, // CMOVLE & CMOVNG (0F 4E) + /* 4F */ ENTRY_CopyBytes2Mod, // CMOVG & CMOVNLE (0F 4F) + /* 50 */ ENTRY_CopyBytes2Mod, // MOVMSKPD MOVMSKPD + /* 51 */ ENTRY_CopyBytes2Mod, // SQRTPS & + /* 52 */ ENTRY_CopyBytes2Mod, // RSQRTTS RSQRTPS + /* 53 */ ENTRY_CopyBytes2Mod, // RCPPS RCPSS + /* 54 */ ENTRY_CopyBytes2Mod, // ANDPS ANDPD + /* 55 */ ENTRY_CopyBytes2Mod, // ANDNPS ANDNPD + /* 56 */ ENTRY_CopyBytes2Mod, // ORPS ORPD + /* 57 */ ENTRY_CopyBytes2Mod, // XORPS XORPD + /* 58 */ ENTRY_CopyBytes2Mod, // ADDPS & + /* 59 */ ENTRY_CopyBytes2Mod, // MULPS & + /* 5A */ ENTRY_CopyBytes2Mod, // CVTPS2PD & + /* 5B */ ENTRY_CopyBytes2Mod, // CVTDQ2PS & + /* 5C */ ENTRY_CopyBytes2Mod, // SUBPS & + /* 5D */ ENTRY_CopyBytes2Mod, // MINPS & + /* 5E */ ENTRY_CopyBytes2Mod, // DIVPS & + /* 5F */ ENTRY_CopyBytes2Mod, // MASPS & + /* 60 */ ENTRY_CopyBytes2Mod, // PUNPCKLBW/r + /* 61 */ ENTRY_CopyBytes2Mod, // PUNPCKLWD/r + /* 62 */ ENTRY_CopyBytes2Mod, // PUNPCKLWD/r + /* 63 */ ENTRY_CopyBytes2Mod, // PACKSSWB/r + /* 64 */ ENTRY_CopyBytes2Mod, // PCMPGTB/r + /* 65 */ ENTRY_CopyBytes2Mod, // PCMPGTW/r + /* 66 */ ENTRY_CopyBytes2Mod, // PCMPGTD/r + /* 67 */ ENTRY_CopyBytes2Mod, // PACKUSWB/r + /* 68 */ ENTRY_CopyBytes2Mod, // PUNPCKHBW/r + /* 69 */ ENTRY_CopyBytes2Mod, // PUNPCKHWD/r + /* 6A */ ENTRY_CopyBytes2Mod, // PUNPCKHDQ/r + /* 6B */ ENTRY_CopyBytes2Mod, // PACKSSDW/r + /* 6C */ ENTRY_CopyBytes2Mod, // PUNPCKLQDQ + /* 6D */ ENTRY_CopyBytes2Mod, // PUNPCKHQDQ + /* 6E */ ENTRY_CopyBytes2Mod, // MOVD/r + /* 6F */ ENTRY_CopyBytes2Mod, // MOV/r + /* 70 */ ENTRY_CopyBytes2Mod1, // PSHUFW/r ib + /* 71 */ ENTRY_CopyBytes2Mod1, // PSLLW/6 ib,PSRAW/4 ib,PSRLW/2 ib + /* 72 */ ENTRY_CopyBytes2Mod1, // PSLLD/6 ib,PSRAD/4 ib,PSRLD/2 ib + /* 73 */ ENTRY_CopyBytes2Mod1, // PSLLQ/6 ib,PSRLQ/2 ib + /* 74 */ ENTRY_CopyBytes2Mod, // PCMPEQB/r + /* 75 */ ENTRY_CopyBytes2Mod, // PCMPEQW/r + /* 76 */ ENTRY_CopyBytes2Mod, // PCMPEQD/r + /* 77 */ ENTRY_CopyBytes1, // EMMS // extrq/insertq require mode=3 and are followed by two immediate bytes - { 0x78, ENTRY_Copy0F78 }, // VMREAD/r, 66/EXTRQ/r/ib/ib, F2/INSERTQ/r/ib/ib + /* 78 */ ENTRY_Copy0F78, // VMREAD/r, 66/EXTRQ/r/ib/ib, F2/INSERTQ/r/ib/ib // extrq/insertq require mod=3, therefore ENTRY_CopyBytes2, but it ends up the same - { 0x79, ENTRY_CopyBytes2Mod }, // VMWRITE/r, 66/EXTRQ/r, F2/INSERTQ/r - { 0x7A, ENTRY_Invalid }, // _7A - { 0x7B, ENTRY_Invalid }, // _7B - { 0x7C, ENTRY_CopyBytes2Mod }, // HADDPS - { 0x7D, ENTRY_CopyBytes2Mod }, // HSUBPS - { 0x7E, ENTRY_CopyBytes2Mod }, // MOVD/r - { 0x7F, ENTRY_CopyBytes2Mod }, // MOV/r - { 0x80, ENTRY_CopyBytes3Or5Target }, // JO - { 0x81, ENTRY_CopyBytes3Or5Target }, // JNO - { 0x82, ENTRY_CopyBytes3Or5Target }, // JB,JC,JNAE - { 0x83, ENTRY_CopyBytes3Or5Target }, // JAE,JNB,JNC - { 0x84, ENTRY_CopyBytes3Or5Target }, // JE,JZ,JZ - { 0x85, ENTRY_CopyBytes3Or5Target }, // JNE,JNZ - { 0x86, ENTRY_CopyBytes3Or5Target }, // JBE,JNA - { 0x87, ENTRY_CopyBytes3Or5Target }, // JA,JNBE - { 0x88, ENTRY_CopyBytes3Or5Target }, // JS - { 0x89, ENTRY_CopyBytes3Or5Target }, // JNS - { 0x8A, ENTRY_CopyBytes3Or5Target }, // JP,JPE - { 0x8B, ENTRY_CopyBytes3Or5Target }, // JNP,JPO - { 0x8C, ENTRY_CopyBytes3Or5Target }, // JL,NGE - { 0x8D, ENTRY_CopyBytes3Or5Target }, // JGE,JNL - { 0x8E, ENTRY_CopyBytes3Or5Target }, // JLE,JNG - { 0x8F, ENTRY_CopyBytes3Or5Target }, // JG,JNLE - { 0x90, ENTRY_CopyBytes2Mod }, // CMOVO (0F 40) - { 0x91, ENTRY_CopyBytes2Mod }, // CMOVNO (0F 41) - { 0x92, ENTRY_CopyBytes2Mod }, // CMOVB & CMOVC & CMOVNAE (0F 42) - { 0x93, ENTRY_CopyBytes2Mod }, // CMOVAE & CMOVNB & CMOVNC (0F 43) - { 0x94, ENTRY_CopyBytes2Mod }, // CMOVE & CMOVZ (0F 44) - { 0x95, ENTRY_CopyBytes2Mod }, // CMOVNE & CMOVNZ (0F 45) - { 0x96, ENTRY_CopyBytes2Mod }, // CMOVBE & CMOVNA (0F 46) - { 0x97, ENTRY_CopyBytes2Mod }, // CMOVA & CMOVNBE (0F 47) - { 0x98, ENTRY_CopyBytes2Mod }, // CMOVS (0F 48) - { 0x99, ENTRY_CopyBytes2Mod }, // CMOVNS (0F 49) - { 0x9A, ENTRY_CopyBytes2Mod }, // CMOVP & CMOVPE (0F 4A) - { 0x9B, ENTRY_CopyBytes2Mod }, // CMOVNP & CMOVPO (0F 4B) - { 0x9C, ENTRY_CopyBytes2Mod }, // CMOVL & CMOVNGE (0F 4C) - { 0x9D, ENTRY_CopyBytes2Mod }, // CMOVGE & CMOVNL (0F 4D) - { 0x9E, ENTRY_CopyBytes2Mod }, // CMOVLE & CMOVNG (0F 4E) - { 0x9F, ENTRY_CopyBytes2Mod }, // CMOVG & CMOVNLE (0F 4F) - { 0xA0, ENTRY_CopyBytes1 }, // PUSH - { 0xA1, ENTRY_CopyBytes1 }, // POP - { 0xA2, ENTRY_CopyBytes1 }, // CPUID - { 0xA3, ENTRY_CopyBytes2Mod }, // BT (0F A3) - { 0xA4, ENTRY_CopyBytes2Mod1 }, // SHLD - { 0xA5, ENTRY_CopyBytes2Mod }, // SHLD - { 0xA6, ENTRY_CopyBytes2Mod }, // XBTS - { 0xA7, ENTRY_CopyBytes2Mod }, // IBTS - { 0xA8, ENTRY_CopyBytes1 }, // PUSH - { 0xA9, ENTRY_CopyBytes1 }, // POP - { 0xAA, ENTRY_CopyBytes1 }, // RSM - { 0xAB, ENTRY_CopyBytes2Mod }, // BTS (0F AB) - { 0xAC, ENTRY_CopyBytes2Mod1 }, // SHRD - { 0xAD, ENTRY_CopyBytes2Mod }, // SHRD + /* 79 */ ENTRY_CopyBytes2Mod, // VMWRITE/r, 66/EXTRQ/r, F2/INSERTQ/r + /* 7A */ ENTRY_Invalid, // _7A + /* 7B */ ENTRY_Invalid, // _7B + /* 7C */ ENTRY_CopyBytes2Mod, // HADDPS + /* 7D */ ENTRY_CopyBytes2Mod, // HSUBPS + /* 7E */ ENTRY_CopyBytes2Mod, // MOVD/r + /* 7F */ ENTRY_CopyBytes2Mod, // MOV/r + /* 80 */ ENTRY_CopyBytes3Or5Target, // JO + /* 81 */ ENTRY_CopyBytes3Or5Target, // JNO + /* 82 */ ENTRY_CopyBytes3Or5Target, // JB,JC,JNAE + /* 83 */ ENTRY_CopyBytes3Or5Target, // JAE,JNB,JNC + /* 84 */ ENTRY_CopyBytes3Or5Target, // JE,JZ,JZ + /* 85 */ ENTRY_CopyBytes3Or5Target, // JNE,JNZ + /* 86 */ ENTRY_CopyBytes3Or5Target, // JBE,JNA + /* 87 */ ENTRY_CopyBytes3Or5Target, // JA,JNBE + /* 88 */ ENTRY_CopyBytes3Or5Target, // JS + /* 89 */ ENTRY_CopyBytes3Or5Target, // JNS + /* 8A */ ENTRY_CopyBytes3Or5Target, // JP,JPE + /* 8B */ ENTRY_CopyBytes3Or5Target, // JNP,JPO + /* 8C */ ENTRY_CopyBytes3Or5Target, // JL,NGE + /* 8D */ ENTRY_CopyBytes3Or5Target, // JGE,JNL + /* 8E */ ENTRY_CopyBytes3Or5Target, // JLE,JNG + /* 8F */ ENTRY_CopyBytes3Or5Target, // JG,JNLE + /* 90 */ ENTRY_CopyBytes2Mod, // CMOVO (0F 40) + /* 91 */ ENTRY_CopyBytes2Mod, // CMOVNO (0F 41) + /* 92 */ ENTRY_CopyBytes2Mod, // CMOVB & CMOVC & CMOVNAE (0F 42) + /* 93 */ ENTRY_CopyBytes2Mod, // CMOVAE & CMOVNB & CMOVNC (0F 43) + /* 94 */ ENTRY_CopyBytes2Mod, // CMOVE & CMOVZ (0F 44) + /* 95 */ ENTRY_CopyBytes2Mod, // CMOVNE & CMOVNZ (0F 45) + /* 96 */ ENTRY_CopyBytes2Mod, // CMOVBE & CMOVNA (0F 46) + /* 97 */ ENTRY_CopyBytes2Mod, // CMOVA & CMOVNBE (0F 47) + /* 98 */ ENTRY_CopyBytes2Mod, // CMOVS (0F 48) + /* 99 */ ENTRY_CopyBytes2Mod, // CMOVNS (0F 49) + /* 9A */ ENTRY_CopyBytes2Mod, // CMOVP & CMOVPE (0F 4A) + /* 9B */ ENTRY_CopyBytes2Mod, // CMOVNP & CMOVPO (0F 4B) + /* 9C */ ENTRY_CopyBytes2Mod, // CMOVL & CMOVNGE (0F 4C) + /* 9D */ ENTRY_CopyBytes2Mod, // CMOVGE & CMOVNL (0F 4D) + /* 9E */ ENTRY_CopyBytes2Mod, // CMOVLE & CMOVNG (0F 4E) + /* 9F */ ENTRY_CopyBytes2Mod, // CMOVG & CMOVNLE (0F 4F) + /* A0 */ ENTRY_CopyBytes1, // PUSH + /* A1 */ ENTRY_CopyBytes1, // POP + /* A2 */ ENTRY_CopyBytes1, // CPUID + /* A3 */ ENTRY_CopyBytes2Mod, // BT (0F A3) + /* A4 */ ENTRY_CopyBytes2Mod1, // SHLD + /* A5 */ ENTRY_CopyBytes2Mod, // SHLD + /* A6 */ ENTRY_CopyBytes2Mod, // XBTS + /* A7 */ ENTRY_CopyBytes2Mod, // IBTS + /* A8 */ ENTRY_CopyBytes1, // PUSH + /* A9 */ ENTRY_CopyBytes1, // POP + /* AA */ ENTRY_CopyBytes1, // RSM + /* AB */ ENTRY_CopyBytes2Mod, // BTS (0F AB) + /* AC */ ENTRY_CopyBytes2Mod1, // SHRD + /* AD */ ENTRY_CopyBytes2Mod, // SHRD // 0F AE mod76=mem mod543=0 fxsave // 0F AE mod76=mem mod543=1 fxrstor @@ -1510,124 +1506,98 @@ const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable0F[257] = // F3 0F AE mod76=11b mod543=1 rdgsbase // F3 0F AE mod76=11b mod543=2 wrfsbase // F3 0F AE mod76=11b mod543=3 wrgsbase - { 0xAE, ENTRY_CopyBytes2Mod }, // fxsave fxrstor ldmxcsr stmxcsr xsave xrstor saveopt clflush lfence mfence sfence rdfsbase rdgsbase wrfsbase wrgsbase - { 0xAF, ENTRY_CopyBytes2Mod }, // IMUL (0F AF) - { 0xB0, ENTRY_CopyBytes2Mod }, // CMPXCHG (0F B0) - { 0xB1, ENTRY_CopyBytes2Mod }, // CMPXCHG (0F B1) - { 0xB2, ENTRY_CopyBytes2Mod }, // LSS/r - { 0xB3, ENTRY_CopyBytes2Mod }, // BTR (0F B3) - { 0xB4, ENTRY_CopyBytes2Mod }, // LFS/r - { 0xB5, ENTRY_CopyBytes2Mod }, // LGS/r - { 0xB6, ENTRY_CopyBytes2Mod }, // MOVZX/r - { 0xB7, ENTRY_CopyBytes2Mod }, // MOVZX/r + /* AE */ ENTRY_CopyBytes2Mod, // fxsave fxrstor ldmxcsr stmxcsr xsave xrstor saveopt clflush lfence mfence sfence rdfsbase rdgsbase wrfsbase wrgsbase + /* AF */ ENTRY_CopyBytes2Mod, // IMUL (0F AF) + /* B0 */ ENTRY_CopyBytes2Mod, // CMPXCHG (0F B0) + /* B1 */ ENTRY_CopyBytes2Mod, // CMPXCHG (0F B1) + /* B2 */ ENTRY_CopyBytes2Mod, // LSS/r + /* B3 */ ENTRY_CopyBytes2Mod, // BTR (0F B3) + /* B4 */ ENTRY_CopyBytes2Mod, // LFS/r + /* B5 */ ENTRY_CopyBytes2Mod, // LGS/r + /* B6 */ ENTRY_CopyBytes2Mod, // MOVZX/r + /* B7 */ ENTRY_CopyBytes2Mod, // MOVZX/r #ifdef DETOURS_X86 - { 0xB8, ENTRY_Copy0FB8 }, // jmpe f3/popcnt + /* B8 */ ENTRY_Copy0FB8, // jmpe f3/popcnt #else - { 0xB8, ENTRY_CopyBytes2Mod }, // f3/popcnt + /* B8 */ ENTRY_CopyBytes2Mod, // f3/popcnt #endif - { 0xB9, ENTRY_Invalid }, // _B9 - { 0xBA, ENTRY_CopyBytes2Mod1 }, // BT & BTC & BTR & BTS (0F BA) - { 0xBB, ENTRY_CopyBytes2Mod }, // BTC (0F BB) - { 0xBC, ENTRY_CopyBytes2Mod }, // BSF (0F BC) - { 0xBD, ENTRY_CopyBytes2Mod }, // BSR (0F BD) - { 0xBE, ENTRY_CopyBytes2Mod }, // MOVSX/r - { 0xBF, ENTRY_CopyBytes2Mod }, // MOVSX/r - { 0xC0, ENTRY_CopyBytes2Mod }, // XADD/r - { 0xC1, ENTRY_CopyBytes2Mod }, // XADD/r - { 0xC2, ENTRY_CopyBytes2Mod1 }, // CMPPS & - { 0xC3, ENTRY_CopyBytes2Mod }, // MOVNTI - { 0xC4, ENTRY_CopyBytes2Mod1 }, // PINSRW /r ib - { 0xC5, ENTRY_CopyBytes2Mod1 }, // PEXTRW /r ib - { 0xC6, ENTRY_CopyBytes2Mod1 }, // SHUFPS & SHUFPD - { 0xC7, ENTRY_CopyBytes2Mod }, // CMPXCHG8B (0F C7) - { 0xC8, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xC9, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xCA, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xCB, ENTRY_CopyBytes1 }, // CVTPD2PI BSWAP 0F C8 + rd - { 0xCC, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xCD, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xCE, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xCF, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xD0, ENTRY_CopyBytes2Mod }, // ADDSUBPS (untestd) - { 0xD1, ENTRY_CopyBytes2Mod }, // PSRLW/r - { 0xD2, ENTRY_CopyBytes2Mod }, // PSRLD/r - { 0xD3, ENTRY_CopyBytes2Mod }, // PSRLQ/r - { 0xD4, ENTRY_CopyBytes2Mod }, // PADDQ - { 0xD5, ENTRY_CopyBytes2Mod }, // PMULLW/r - { 0xD6, ENTRY_CopyBytes2Mod }, // MOVDQ2Q / MOVQ2DQ - { 0xD7, ENTRY_CopyBytes2Mod }, // PMOVMSKB/r - { 0xD8, ENTRY_CopyBytes2Mod }, // PSUBUSB/r - { 0xD9, ENTRY_CopyBytes2Mod }, // PSUBUSW/r - { 0xDA, ENTRY_CopyBytes2Mod }, // PMINUB/r - { 0xDB, ENTRY_CopyBytes2Mod }, // PAND/r - { 0xDC, ENTRY_CopyBytes2Mod }, // PADDUSB/r - { 0xDD, ENTRY_CopyBytes2Mod }, // PADDUSW/r - { 0xDE, ENTRY_CopyBytes2Mod }, // PMAXUB/r - { 0xDF, ENTRY_CopyBytes2Mod }, // PANDN/r - { 0xE0, ENTRY_CopyBytes2Mod }, // PAVGB - { 0xE1, ENTRY_CopyBytes2Mod }, // PSRAW/r - { 0xE2, ENTRY_CopyBytes2Mod }, // PSRAD/r - { 0xE3, ENTRY_CopyBytes2Mod }, // PAVGW - { 0xE4, ENTRY_CopyBytes2Mod }, // PMULHUW/r - { 0xE5, ENTRY_CopyBytes2Mod }, // PMULHW/r - { 0xE6, ENTRY_CopyBytes2Mod }, // CTDQ2PD & - { 0xE7, ENTRY_CopyBytes2Mod }, // MOVNTQ - { 0xE8, ENTRY_CopyBytes2Mod }, // PSUBB/r - { 0xE9, ENTRY_CopyBytes2Mod }, // PSUBW/r - { 0xEA, ENTRY_CopyBytes2Mod }, // PMINSW/r - { 0xEB, ENTRY_CopyBytes2Mod }, // POR/r - { 0xEC, ENTRY_CopyBytes2Mod }, // PADDSB/r - { 0xED, ENTRY_CopyBytes2Mod }, // PADDSW/r - { 0xEE, ENTRY_CopyBytes2Mod }, // PMAXSW /r - { 0xEF, ENTRY_CopyBytes2Mod }, // PXOR/r - { 0xF0, ENTRY_CopyBytes2Mod }, // LDDQU - { 0xF1, ENTRY_CopyBytes2Mod }, // PSLLW/r - { 0xF2, ENTRY_CopyBytes2Mod }, // PSLLD/r - { 0xF3, ENTRY_CopyBytes2Mod }, // PSLLQ/r - { 0xF4, ENTRY_CopyBytes2Mod }, // PMULUDQ/r - { 0xF5, ENTRY_CopyBytes2Mod }, // PMADDWD/r - { 0xF6, ENTRY_CopyBytes2Mod }, // PSADBW/r - { 0xF7, ENTRY_CopyBytes2Mod }, // MASKMOVQ - { 0xF8, ENTRY_CopyBytes2Mod }, // PSUBB/r - { 0xF9, ENTRY_CopyBytes2Mod }, // PSUBW/r - { 0xFA, ENTRY_CopyBytes2Mod }, // PSUBD/r - { 0xFB, ENTRY_CopyBytes2Mod }, // FSUBQ/r - { 0xFC, ENTRY_CopyBytes2Mod }, // PADDB/r - { 0xFD, ENTRY_CopyBytes2Mod }, // PADDW/r - { 0xFE, ENTRY_CopyBytes2Mod }, // PADDD/r - { 0xFF, ENTRY_Invalid }, // _FF - { 0, ENTRY_End }, + /* B9 */ ENTRY_Invalid, // _B9 + /* BA */ ENTRY_CopyBytes2Mod1, // BT & BTC & BTR & BTS (0F BA) + /* BB */ ENTRY_CopyBytes2Mod, // BTC (0F BB) + /* BC */ ENTRY_CopyBytes2Mod, // BSF (0F BC) + /* BD */ ENTRY_CopyBytes2Mod, // BSR (0F BD) + /* BE */ ENTRY_CopyBytes2Mod, // MOVSX/r + /* BF */ ENTRY_CopyBytes2Mod, // MOVSX/r + /* C0 */ ENTRY_CopyBytes2Mod, // XADD/r + /* C1 */ ENTRY_CopyBytes2Mod, // XADD/r + /* C2 */ ENTRY_CopyBytes2Mod1, // CMPPS & + /* C3 */ ENTRY_CopyBytes2Mod, // MOVNTI + /* C4 */ ENTRY_CopyBytes2Mod1, // PINSRW /r ib + /* C5 */ ENTRY_CopyBytes2Mod1, // PEXTRW /r ib + /* C6 */ ENTRY_CopyBytes2Mod1, // SHUFPS & SHUFPD + /* C7 */ ENTRY_CopyBytes2Mod, // CMPXCHG8B (0F C7) + /* C8 */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* C9 */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* CA */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* CB */ ENTRY_CopyBytes1, // CVTPD2PI BSWAP 0F C8 + rd + /* CC */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* CD */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* CE */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* CF */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* D0 */ ENTRY_CopyBytes2Mod, // ADDSUBPS (untestd) + /* D1 */ ENTRY_CopyBytes2Mod, // PSRLW/r + /* D2 */ ENTRY_CopyBytes2Mod, // PSRLD/r + /* D3 */ ENTRY_CopyBytes2Mod, // PSRLQ/r + /* D4 */ ENTRY_CopyBytes2Mod, // PADDQ + /* D5 */ ENTRY_CopyBytes2Mod, // PMULLW/r + /* D6 */ ENTRY_CopyBytes2Mod, // MOVDQ2Q / MOVQ2DQ + /* D7 */ ENTRY_CopyBytes2Mod, // PMOVMSKB/r + /* D8 */ ENTRY_CopyBytes2Mod, // PSUBUSB/r + /* D9 */ ENTRY_CopyBytes2Mod, // PSUBUSW/r + /* DA */ ENTRY_CopyBytes2Mod, // PMINUB/r + /* DB */ ENTRY_CopyBytes2Mod, // PAND/r + /* DC */ ENTRY_CopyBytes2Mod, // PADDUSB/r + /* DD */ ENTRY_CopyBytes2Mod, // PADDUSW/r + /* DE */ ENTRY_CopyBytes2Mod, // PMAXUB/r + /* DF */ ENTRY_CopyBytes2Mod, // PANDN/r + /* E0 */ ENTRY_CopyBytes2Mod , // PAVGB + /* E1 */ ENTRY_CopyBytes2Mod, // PSRAW/r + /* E2 */ ENTRY_CopyBytes2Mod, // PSRAD/r + /* E3 */ ENTRY_CopyBytes2Mod, // PAVGW + /* E4 */ ENTRY_CopyBytes2Mod, // PMULHUW/r + /* E5 */ ENTRY_CopyBytes2Mod, // PMULHW/r + /* E6 */ ENTRY_CopyBytes2Mod, // CTDQ2PD & + /* E7 */ ENTRY_CopyBytes2Mod, // MOVNTQ + /* E8 */ ENTRY_CopyBytes2Mod, // PSUBB/r + /* E9 */ ENTRY_CopyBytes2Mod, // PSUBW/r + /* EA */ ENTRY_CopyBytes2Mod, // PMINSW/r + /* EB */ ENTRY_CopyBytes2Mod, // POR/r + /* EC */ ENTRY_CopyBytes2Mod, // PADDSB/r + /* ED */ ENTRY_CopyBytes2Mod, // PADDSW/r + /* EE */ ENTRY_CopyBytes2Mod, // PMAXSW /r + /* EF */ ENTRY_CopyBytes2Mod, // PXOR/r + /* F0 */ ENTRY_CopyBytes2Mod, // LDDQU + /* F1 */ ENTRY_CopyBytes2Mod, // PSLLW/r + /* F2 */ ENTRY_CopyBytes2Mod, // PSLLD/r + /* F3 */ ENTRY_CopyBytes2Mod, // PSLLQ/r + /* F4 */ ENTRY_CopyBytes2Mod, // PMULUDQ/r + /* F5 */ ENTRY_CopyBytes2Mod, // PMADDWD/r + /* F6 */ ENTRY_CopyBytes2Mod, // PSADBW/r + /* F7 */ ENTRY_CopyBytes2Mod, // MASKMOVQ + /* F8 */ ENTRY_CopyBytes2Mod, // PSUBB/r + /* F9 */ ENTRY_CopyBytes2Mod, // PSUBW/r + /* FA */ ENTRY_CopyBytes2Mod, // PSUBD/r + /* FB */ ENTRY_CopyBytes2Mod, // FSUBQ/r + /* FC */ ENTRY_CopyBytes2Mod, // PADDB/r + /* FD */ ENTRY_CopyBytes2Mod, // PADDW/r + /* FE */ ENTRY_CopyBytes2Mod, // PADDD/r + /* FF */ ENTRY_Invalid, // _FF }; BOOL CDetourDis::SanityCheckSystem() { - ULONG n = 0; - for (; n < 256; n++) { - REFCOPYENTRY pEntry = &s_rceCopyTable[n]; - - if (n != pEntry->nOpcode) { - ASSERT(n == pEntry->nOpcode); - return FALSE; - } - } - if (s_rceCopyTable[256].pfCopy != NULL) { - ASSERT(!"Missing end marker."); - return FALSE; - } - - for (n = 0; n < 256; n++) { - REFCOPYENTRY pEntry = &s_rceCopyTable0F[n]; - - if (n != pEntry->nOpcode) { - ASSERT(n == pEntry->nOpcode); - return FALSE; - } - } - if (s_rceCopyTable0F[256].pfCopy != NULL) { - ASSERT(!"Missing end marker."); - return FALSE; - } - + C_ASSERT(ARRAYSIZE(CDetourDis::s_rceCopyTable) == 256); + C_ASSERT(ARRAYSIZE(CDetourDis::s_rceCopyTable0F) == 256); return TRUE; } #endif // defined(DETOURS_X64) || defined(DETOURS_X86) @@ -3557,11 +3527,11 @@ BYTE CDetourDis::BeginCopy32(BYTE* pSource, BYTE* pDest) /////////////////////////////////////////////////////////// Disassembler Code. // -CDetourDis::CDetourDis() +CDetourDis::CDetourDis() : + m_pbTarget((PBYTE)DETOUR_INSTRUCTION_TARGET_NONE), + m_pbPool(NULL), + m_lExtra(0) { - m_pbTarget = (PBYTE)DETOUR_INSTRUCTION_TARGET_NONE; - m_pbPool = NULL; - m_lExtra = 0; } PBYTE CDetourDis::CopyInstruction(PBYTE pDst, @@ -3962,9 +3932,9 @@ BYTE CDetourDis::PureCopy32(BYTE* pSource, BYTE* pDest) /////////////////////////////////////////////////////////// Disassembler Code. // -CDetourDis::CDetourDis() +CDetourDis::CDetourDis() : + m_pbTarget((PBYTE)DETOUR_INSTRUCTION_TARGET_NONE) { - m_pbTarget = (PBYTE)DETOUR_INSTRUCTION_TARGET_NONE; } PBYTE CDetourDis::CopyInstruction(PBYTE pDst, diff --git a/Evolve_goldberg/detours/image.cpp b/Evolve_goldberg/detours/image.cpp index 4fa31a7..10b17a0 100644 --- a/Evolve_goldberg/detours/image.cpp +++ b/Evolve_goldberg/detours/image.cpp @@ -146,6 +146,8 @@ class CImageData DWORD m_cbAlloc; }; +class CImageImportName; + class CImageImportFile { friend class CImage; @@ -534,18 +536,7 @@ PBYTE CImageData::Find(REFGUID rguid, DWORD *pcbData) continue; } - if (pRecord->guid.Data1 == rguid.Data1 && - pRecord->guid.Data2 == rguid.Data2 && - pRecord->guid.Data3 == rguid.Data3 && - pRecord->guid.Data4[0] == rguid.Data4[0] && - pRecord->guid.Data4[1] == rguid.Data4[1] && - pRecord->guid.Data4[2] == rguid.Data4[2] && - pRecord->guid.Data4[3] == rguid.Data4[3] && - pRecord->guid.Data4[4] == rguid.Data4[4] && - pRecord->guid.Data4[5] == rguid.Data4[5] && - pRecord->guid.Data4[6] == rguid.Data4[6] && - pRecord->guid.Data4[7] == rguid.Data4[7]) { - + if (DetourAreSameGuid(pRecord->guid, rguid)) { *pcbData = cbBytes - sizeof(DETOUR_SECTION_RECORD); return (PBYTE)(pRecord + 1); } diff --git a/Evolve_goldberg/detours/modules.cpp b/Evolve_goldberg/detours/modules.cpp index ade78c9..52fc2cf 100644 --- a/Evolve_goldberg/detours/modules.cpp +++ b/Evolve_goldberg/detours/modules.cpp @@ -23,8 +23,8 @@ ////////////////////////////////////////////////////////////////////////////// // const GUID DETOUR_EXE_RESTORE_GUID = { - 0x2ed7a3ff, 0x3339, 0x4a8d, - { 0x80, 0x5c, 0xd4, 0x98, 0x15, 0x3f, 0xc2, 0x8f }}; + 0xbda26f34, 0xbc82, 0x4829, + { 0x9e, 0x64, 0x74, 0x2c, 0x4, 0xc8, 0x4f, 0xa0 } }; ////////////////////////////////////////////////////////////////////////////// // @@ -142,6 +142,11 @@ PDETOUR_SYM_INFO DetourLoadImageHlp(VOID) PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, _In_ LPCSTR pszFunction) { + if (pszFunction == NULL) { + SetLastError(ERROR_INVALID_PARAMETER); + return NULL; + } + /////////////////////////////////////////////// First, try GetProcAddress. // #pragma prefast(suppress:28752, "We don't do the unicode conversion for LoadLibraryExA.") @@ -160,7 +165,7 @@ PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, DETOUR_TRACE(("DetourFindFunction(%hs, %hs)\n", pszModule, pszFunction)); PDETOUR_SYM_INFO pSymInfo = DetourLoadImageHlp(); if (pSymInfo == NULL) { - DETOUR_TRACE(("DetourLoadImageHlp failed: %d\n", + DETOUR_TRACE(("DetourLoadImageHlp failed: %lu\n", GetLastError())); return NULL; } @@ -169,7 +174,7 @@ PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, (PCHAR)pszModule, NULL, (DWORD64)hModule, 0) == 0) { if (ERROR_SUCCESS != GetLastError()) { - DETOUR_TRACE(("SymLoadModule64(%p) failed: %d\n", + DETOUR_TRACE(("SymLoadModule64(%p) failed: %lu\n", pSymInfo->hProcess, GetLastError())); return NULL; } @@ -181,24 +186,24 @@ PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, ZeroMemory(&modinfo, sizeof(modinfo)); modinfo.SizeOfStruct = sizeof(modinfo); if (!pSymInfo->pfSymGetModuleInfo64(pSymInfo->hProcess, (DWORD64)hModule, &modinfo)) { - DETOUR_TRACE(("SymGetModuleInfo64(%p, %p) failed: %d\n", + DETOUR_TRACE(("SymGetModuleInfo64(%p, %p) failed: %lu\n", pSymInfo->hProcess, hModule, GetLastError())); return NULL; } hrRet = StringCchCopyA(szFullName, sizeof(szFullName)/sizeof(CHAR), modinfo.ModuleName); if (FAILED(hrRet)) { - DETOUR_TRACE(("StringCchCopyA failed: %08x\n", hrRet)); + DETOUR_TRACE(("StringCchCopyA failed: %08lx\n", hrRet)); return NULL; } hrRet = StringCchCatA(szFullName, sizeof(szFullName)/sizeof(CHAR), "!"); if (FAILED(hrRet)) { - DETOUR_TRACE(("StringCchCatA failed: %08x\n", hrRet)); + DETOUR_TRACE(("StringCchCatA failed: %08lx\n", hrRet)); return NULL; } hrRet = StringCchCatA(szFullName, sizeof(szFullName)/sizeof(CHAR), pszFunction); if (FAILED(hrRet)) { - DETOUR_TRACE(("StringCchCatA failed: %08x\n", hrRet)); + DETOUR_TRACE(("StringCchCatA failed: %08lx\n", hrRet)); return NULL; } @@ -215,7 +220,7 @@ PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, #endif if (!pSymInfo->pfSymFromName(pSymInfo->hProcess, szFullName, &symbol)) { - DETOUR_TRACE(("SymFromName(%hs) failed: %d\n", szFullName, GetLastError())); + DETOUR_TRACE(("SymFromName(%hs) failed: %lu\n", szFullName, GetLastError())); return NULL; } @@ -277,6 +282,7 @@ HMODULE WINAPI DetourEnumerateModules(_In_opt_ HMODULE hModuleLast) continue; } + SetLastError(NO_ERROR); return (HMODULE)pDosHeader; } #pragma prefast(suppress:28940, "A bad pointer means this probably isn't a PE header.") @@ -340,7 +346,7 @@ PVOID WINAPI DetourGetEntryPoint(_In_opt_ HMODULE hModule) } SetLastError(NO_ERROR); - return GetProcAddress(hClr, "_CorExeMain"); + return (PVOID)GetProcAddress(hClr, "_CorExeMain"); } SetLastError(NO_ERROR); @@ -456,6 +462,11 @@ BOOL WINAPI DetourEnumerateExports(_In_ HMODULE hModule, _In_opt_ PVOID pContext, _In_ PF_DETOUR_ENUMERATE_EXPORT_CALLBACK pfExport) { + if (pfExport == NULL) { + SetLastError(ERROR_INVALID_PARAMETER); + return FALSE; + } + PIMAGE_DOS_HEADER pDosHeader = (PIMAGE_DOS_HEADER)hModule; if (hModule == NULL) { pDosHeader = (PIMAGE_DOS_HEADER)GetModuleHandleW(NULL); @@ -658,6 +669,11 @@ BOOL WINAPI DetourEnumerateImports(_In_opt_ HMODULE hModule, _In_opt_ PF_DETOUR_IMPORT_FILE_CALLBACK pfImportFile, _In_opt_ PF_DETOUR_IMPORT_FUNC_CALLBACK pfImportFunc) { + if (pfImportFile == NULL || pfImportFunc == NULL) { + SetLastError(ERROR_INVALID_PARAMETER); + return FALSE; + } + _DETOUR_ENUMERATE_IMPORTS_THUNK_CONTEXT const context = { pContext, pfImportFunc }; return DetourEnumerateImportsEx(hModule, @@ -761,7 +777,7 @@ _Readable_bytes_(*pcbData) _Success_(return != NULL) PVOID WINAPI DetourFindPayload(_In_opt_ HMODULE hModule, _In_ REFGUID rguid, - _Out_ DWORD *pcbData) + _Out_opt_ DWORD *pcbData) { PBYTE pbData = NULL; if (pcbData) { @@ -789,23 +805,12 @@ PVOID WINAPI DetourFindPayload(_In_opt_ HMODULE hModule, for (pbData = pbBeg; pbData < pbEnd;) { DETOUR_SECTION_RECORD *pSection = (DETOUR_SECTION_RECORD *)pbData; - if (pSection->guid.Data1 == rguid.Data1 && - pSection->guid.Data2 == rguid.Data2 && - pSection->guid.Data3 == rguid.Data3 && - pSection->guid.Data4[0] == rguid.Data4[0] && - pSection->guid.Data4[1] == rguid.Data4[1] && - pSection->guid.Data4[2] == rguid.Data4[2] && - pSection->guid.Data4[3] == rguid.Data4[3] && - pSection->guid.Data4[4] == rguid.Data4[4] && - pSection->guid.Data4[5] == rguid.Data4[5] && - pSection->guid.Data4[6] == rguid.Data4[6] && - pSection->guid.Data4[7] == rguid.Data4[7]) { - + if (DetourAreSameGuid(pSection->guid, rguid)) { if (pcbData) { *pcbData = pSection->cbBytes - sizeof(*pSection); - SetLastError(NO_ERROR); - return (PBYTE)(pSection + 1); } + SetLastError(NO_ERROR); + return (PBYTE)(pSection + 1); } pbData = (PBYTE)pSection + pSection->cbBytes; @@ -824,7 +829,7 @@ _Writable_bytes_(*pcbData) _Readable_bytes_(*pcbData) _Success_(return != NULL) PVOID WINAPI DetourFindPayloadEx(_In_ REFGUID rguid, - _Out_ DWORD * pcbData) + _Out_opt_ DWORD *pcbData) { for (HMODULE hMod = NULL; (hMod = DetourEnumerateModules(hMod)) != NULL;) { PVOID pvData; @@ -838,6 +843,24 @@ PVOID WINAPI DetourFindPayloadEx(_In_ REFGUID rguid, return NULL; } +BOOL WINAPI DetourFreePayload(_In_ PVOID pvData) +{ + BOOL fSucceeded = FALSE; + + // If you have any doubts about the following code, please refer to the comments in DetourCopyPayloadToProcess. + HMODULE hModule = DetourGetContainingModule(pvData); + DETOUR_ASSERT(hModule != NULL); + if (hModule != NULL) { + fSucceeded = VirtualFree(hModule, 0, MEM_RELEASE); + DETOUR_ASSERT(fSucceeded); + if (fSucceeded) { + hModule = NULL; + } + } + + return fSucceeded; +} + BOOL WINAPI DetourRestoreAfterWithEx(_In_reads_bytes_(cbData) PVOID pvData, _In_ DWORD cbData) { @@ -884,6 +907,11 @@ BOOL WINAPI DetourRestoreAfterWithEx(_In_reads_bytes_(cbData) PVOID pvData, } VirtualProtect(pder->pidh, pder->cbidh, dwPermIdh, &dwIgnore); } + // Delete the payload after successful recovery to prevent repeated restore + if (fSucceeded) { + DetourFreePayload(pder); + pder = NULL; + } return fSucceeded; } diff --git a/Evolve_goldberg/detours/uimports.cc b/Evolve_goldberg/detours/uimports.cc index 1e8cbd7..ed43d65 100644 --- a/Evolve_goldberg/detours/uimports.cc +++ b/Evolve_goldberg/detours/uimports.cc @@ -35,7 +35,7 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, if (!ReadProcessMemory(hProcess, pbModule, &idh, sizeof(idh), &cbRead) || cbRead < sizeof(idh)) { - DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", pbModule, pbModule + sizeof(idh), GetLastError())); finish: @@ -51,7 +51,7 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, if (!ReadProcessMemory(hProcess, pbModule + idh.e_lfanew, &inh, sizeof(inh), &cbRead) || cbRead < sizeof(inh)) { - DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", pbModule + idh.e_lfanew, pbModule + idh.e_lfanew + sizeof(inh), GetLastError())); @@ -82,16 +82,21 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, sizeof(ish), &cbRead) || cbRead < sizeof(ish)) { - DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %lu\n", pbModule + dwSec + sizeof(ish) * i, pbModule + dwSec + sizeof(ish) * (i + 1), GetLastError())); goto finish; } - DETOUR_TRACE(("ish[%d] : va=%08x sr=%d\n", i, ish.VirtualAddress, ish.SizeOfRawData)); - - // If the file didn't have an IAT_DIRECTORY, we assign it... + DETOUR_TRACE(("ish[%lu] : va=%08lx sr=%lu\n", i, ish.VirtualAddress, ish.SizeOfRawData)); + + // If the linker didn't suggest an IAT in the data directories, the + // loader will look for the section of the import directory to be used + // for this instead. Since we put out new IMPORT_DIRECTORY outside any + // section boundary, the loader will not find it. So we provide one + // explicitly to avoid the search. + // if (inh.IAT_DIRECTORY.VirtualAddress == 0 && inh.IMPORT_DIRECTORY.VirtualAddress >= ish.VirtualAddress && inh.IMPORT_DIRECTORY.VirtualAddress < ish.VirtualAddress + ish.SizeOfRawData) { @@ -101,25 +106,78 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, } } + if (inh.IMPORT_DIRECTORY.VirtualAddress != 0 && inh.IMPORT_DIRECTORY.Size == 0) { + + // Don't worry about changing the PE file, + // because the load information of the original PE header has been saved and will be restored. + // The change here is just for the following code to work normally + + PIMAGE_IMPORT_DESCRIPTOR pImageImport = (PIMAGE_IMPORT_DESCRIPTOR)(pbModule + inh.IMPORT_DIRECTORY.VirtualAddress); + + do { + IMAGE_IMPORT_DESCRIPTOR ImageImport; + if (!ReadProcessMemory(hProcess, pImageImport, &ImageImport, sizeof(ImageImport), NULL)) { + DETOUR_TRACE(("ReadProcessMemory failed: %lu\n", GetLastError())); + goto finish; + } + inh.IMPORT_DIRECTORY.Size += sizeof(IMAGE_IMPORT_DESCRIPTOR); + if (!ImageImport.Name) { + break; + } + ++pImageImport; + } while (TRUE); + + DWORD dwLastError = GetLastError(); + OutputDebugString(TEXT("[This PE file has an import table, but the import table size is marked as 0. This is an error.") + TEXT("If it is not repaired, the launched program will not work properly, Detours has automatically repaired its import table size for you! ! !]\r\n")); + if (GetLastError() != dwLastError) { + SetLastError(dwLastError); + } + } + DETOUR_TRACE((" Imports: %p..%p\n", - (DWORD_PTR)pbModule + inh.IMPORT_DIRECTORY.VirtualAddress, - (DWORD_PTR)pbModule + inh.IMPORT_DIRECTORY.VirtualAddress + + pbModule + inh.IMPORT_DIRECTORY.VirtualAddress, + pbModule + inh.IMPORT_DIRECTORY.VirtualAddress + inh.IMPORT_DIRECTORY.Size)); + // Calculate new import directory size. Note that since inh is from another + // process, inh could have been corrupted. We need to protect against + // integer overflow in allocation calculations. DWORD nOldDlls = inh.IMPORT_DIRECTORY.Size / sizeof(IMAGE_IMPORT_DESCRIPTOR); - DWORD obRem = sizeof(IMAGE_IMPORT_DESCRIPTOR) * nDlls; - DWORD obOld = obRem + sizeof(IMAGE_IMPORT_DESCRIPTOR) * nOldDlls; + DWORD obRem; + if (DWordMult(sizeof(IMAGE_IMPORT_DESCRIPTOR), nDlls, &obRem) != S_OK) { + DETOUR_TRACE(("too many new DLLs.\n")); + goto finish; + } + DWORD obOld; + if (DWordAdd(obRem, sizeof(IMAGE_IMPORT_DESCRIPTOR) * nOldDlls, &obOld) != S_OK) { + DETOUR_TRACE(("DLL entries overflow.\n")); + goto finish; + } DWORD obTab = PadToDwordPtr(obOld); - DWORD obDll = obTab + sizeof(DWORD_XX) * 4 * nDlls; + // Check for integer overflow. + if (obTab < obOld) { + DETOUR_TRACE(("DLL entries padding overflow.\n")); + goto finish; + } + DWORD stSize; + if (DWordMult(sizeof(DWORD_XX) * 4, nDlls, &stSize) != S_OK) { + DETOUR_TRACE(("String table overflow.\n")); + goto finish; + } + DWORD obDll; + if (DWordAdd(obTab, stSize, &obDll) != S_OK) { + DETOUR_TRACE(("Import table size overflow\n")); + goto finish; + } DWORD obStr = obDll; cbNew = obStr; for (n = 0; n < nDlls; n++) { - cbNew += PadToDword((DWORD)strlen(plpDlls[n]) + 1); + if (DWordAdd(cbNew, PadToDword((DWORD)strlen(plpDlls[n]) + 1), &cbNew) != S_OK) { + DETOUR_TRACE(("Overflow adding string table entry\n")); + goto finish; + } } - - _Analysis_assume_(cbNew > - sizeof(IMAGE_IMPORT_DESCRIPTOR) * (nDlls + nOldDlls) - + sizeof(DWORD_XX) * 4 * nDlls); pbNew = new BYTE [cbNew]; if (pbNew == NULL) { DETOUR_TRACE(("new BYTE [cbNew] failed.\n")); @@ -145,14 +203,14 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, } PIMAGE_IMPORT_DESCRIPTOR piid = (PIMAGE_IMPORT_DESCRIPTOR)pbNew; - DWORD_XX *pt; + IMAGE_THUNK_DATAXX *pt = NULL; DWORD obBase = (DWORD)(pbNewIid - pbModule); DWORD dwProtect = 0; if (inh.IMPORT_DIRECTORY.VirtualAddress != 0) { // Read the old import directory if it exists. - DETOUR_TRACE(("IMPORT_DIRECTORY perms=%x\n", dwProtect)); + DETOUR_TRACE(("IMPORT_DIRECTORY perms=%lx\n", dwProtect)); if (!ReadProcessMemory(hProcess, pbModule + inh.IMPORT_DIRECTORY.VirtualAddress, @@ -160,7 +218,7 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, nOldDlls * sizeof(IMAGE_IMPORT_DESCRIPTOR), &cbRead) || cbRead < nOldDlls * sizeof(IMAGE_IMPORT_DESCRIPTOR)) { - DETOUR_TRACE(("ReadProcessMemory(imports) failed: %d\n", GetLastError())); + DETOUR_TRACE(("ReadProcessMemory(imports) failed: %lu\n", GetLastError())); goto finish; } } @@ -168,7 +226,7 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, for (n = 0; n < nDlls; n++) { HRESULT hrRet = StringCchCopyA((char*)pbNew + obStr, cbNew - obStr, plpDlls[n]); if (FAILED(hrRet)) { - DETOUR_TRACE(("StringCchCopyA failed: %d\n", GetLastError())); + DETOUR_TRACE(("StringCchCopyA failed: %08lx\n", hrRet)); goto finish; } @@ -177,21 +235,24 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, cbNew - obStr, DETOURS_STRINGIFY(DETOURS_BITS_XX)); if (FAILED(hrRet)) { - DETOUR_TRACE(("ReplaceOptionalSizeA failed: %d\n", GetLastError())); + DETOUR_TRACE(("ReplaceOptionalSizeA failed: %08lx\n", hrRet)); goto finish; } - DWORD nOffset = obTab + (sizeof(DWORD_XX) * (4 * n)); + DWORD nOffset = obTab + (sizeof(IMAGE_THUNK_DATAXX) * (4 * n)); piid[n].OriginalFirstThunk = obBase + nOffset; - pt = ((DWORD_XX*)(pbNew + nOffset)); - pt[0] = IMAGE_ORDINAL_FLAG_XX + 1; - pt[1] = 0; - - nOffset = obTab + (sizeof(DWORD_XX) * ((4 * n) + 2)); + + // We need 2 thunks for the import table and 2 thunks for the IAT. + // One for an ordinal import and one to mark the end of the list. + pt = ((IMAGE_THUNK_DATAXX*)(pbNew + nOffset)); + pt[0].u1.Ordinal = IMAGE_ORDINAL_FLAG_XX + 1; + pt[1].u1.Ordinal = 0; + + nOffset = obTab + (sizeof(IMAGE_THUNK_DATAXX) * ((4 * n) + 2)); piid[n].FirstThunk = obBase + nOffset; - pt = ((DWORD_XX*)(pbNew + nOffset)); - pt[0] = IMAGE_ORDINAL_FLAG_XX + 1; - pt[1] = 0; + pt = ((IMAGE_THUNK_DATAXX*)(pbNew + nOffset)); + pt[0].u1.Ordinal = IMAGE_ORDINAL_FLAG_XX + 1; + pt[1].u1.Ordinal = 0; piid[n].TimeDateStamp = 0; piid[n].ForwarderChain = 0; piid[n].Name = obBase + obStr; @@ -216,16 +277,19 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, #endif if (!WriteProcessMemory(hProcess, pbNewIid, pbNew, obStr, NULL)) { - DETOUR_TRACE(("WriteProcessMemory(iid) failed: %d\n", GetLastError())); + DETOUR_TRACE(("WriteProcessMemory(iid) failed: %lu\n", GetLastError())); goto finish; } - DETOUR_TRACE(("obBaseBef = %08x..%08x\n", + DETOUR_TRACE(("obBaseBef = %08lx..%08lx\n", inh.IMPORT_DIRECTORY.VirtualAddress, inh.IMPORT_DIRECTORY.VirtualAddress + inh.IMPORT_DIRECTORY.Size)); - DETOUR_TRACE(("obBaseAft = %08x..%08x\n", obBase, obBase + obStr)); + DETOUR_TRACE(("obBaseAft = %08lx..%08lx\n", obBase, obBase + obStr)); - // If the file doesn't have an IAT_DIRECTORY, we create it... + // In this case the file didn't have an import directory in first place, + // so we couldn't fix the missing IAT above. We still need to explicitly + // provide an IAT to prevent to loader from looking for one. + // if (inh.IAT_DIRECTORY.VirtualAddress == 0) { inh.IAT_DIRECTORY.VirtualAddress = obBase; inh.IAT_DIRECTORY.Size = cbNew; @@ -238,20 +302,20 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, // if (!DetourVirtualProtectSameExecuteEx(hProcess, pbModule, inh.OptionalHeader.SizeOfHeaders, PAGE_EXECUTE_READWRITE, &dwProtect)) { - DETOUR_TRACE(("VirtualProtectEx(inh) write failed: %d\n", GetLastError())); + DETOUR_TRACE(("VirtualProtectEx(inh) write failed: %lu\n", GetLastError())); goto finish; } inh.OptionalHeader.CheckSum = 0; if (!WriteProcessMemory(hProcess, pbModule, &idh, sizeof(idh), NULL)) { - DETOUR_TRACE(("WriteProcessMemory(idh) failed: %d\n", GetLastError())); + DETOUR_TRACE(("WriteProcessMemory(idh) failed: %lu\n", GetLastError())); goto finish; } DETOUR_TRACE(("WriteProcessMemory(idh:%p..%p)\n", pbModule, pbModule + sizeof(idh))); if (!WriteProcessMemory(hProcess, pbModule + idh.e_lfanew, &inh, sizeof(inh), NULL)) { - DETOUR_TRACE(("WriteProcessMemory(inh) failed: %d\n", GetLastError())); + DETOUR_TRACE(("WriteProcessMemory(inh) failed: %lu\n", GetLastError())); goto finish; } DETOUR_TRACE(("WriteProcessMemory(inh:%p..%p)\n", @@ -260,7 +324,7 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, if (!VirtualProtectEx(hProcess, pbModule, inh.OptionalHeader.SizeOfHeaders, dwProtect, &dwProtect)) { - DETOUR_TRACE(("VirtualProtectEx(idh) restore failed: %d\n", GetLastError())); + DETOUR_TRACE(("VirtualProtectEx(idh) restore failed: %lu\n", GetLastError())); goto finish; } diff --git a/Evolve_goldberg/dll/base.cpp b/Evolve_goldberg/dll/base.cpp index 4ce93f4..e15b40a 100644 --- a/Evolve_goldberg/dll/base.cpp +++ b/Evolve_goldberg/dll/base.cpp @@ -28,14 +28,14 @@ randombytes(char * const buf, const size_t size) std::string get_env_variable(std::string name) { - char env_variable[1024]; - DWORD ret = GetEnvironmentVariableA(name.c_str(), env_variable, sizeof(env_variable)); + wchar_t env_variable[1024]; + DWORD ret = GetEnvironmentVariableW(utf8_decode(name).c_str(), env_variable, _countof(env_variable)); if (ret <= 0) { return std::string(); } env_variable[ret] = 0; - return std::string(env_variable); + return utf8_encode(env_variable); } #else @@ -194,9 +194,9 @@ std::string get_full_lib_path() { std::string program_path; #if defined(__WINDOWS__) - char DllPath[MAX_PATH] = {0}; - GetModuleFileName((HINSTANCE)&__ImageBase, DllPath, _countof(DllPath)); - program_path = DllPath; + wchar_t DllPath[2048] = {0}; + GetModuleFileNameW((HINSTANCE)&__ImageBase, DllPath, _countof(DllPath)); + program_path = utf8_encode(DllPath); #else program_path = get_lib_path(); #endif @@ -240,19 +240,55 @@ std::string canonical_path(std::string path) { std::string output; #if defined(STEAM_WIN32) - char *buffer = _fullpath(NULL, path.c_str(), 0); + wchar_t *buffer = _wfullpath(NULL, utf8_decode(path).c_str(), 0); + if (buffer) { + output = utf8_encode(buffer); + free(buffer); + } #else char *buffer = canonicalize_file_name(path.c_str()); -#endif - if (buffer) { output = buffer; free(buffer); } +#endif return output; } +bool file_exists_(std::string full_path) +{ +#if defined(STEAM_WIN32) + struct _stat buffer; + if (_wstat(utf8_decode(full_path).c_str(), &buffer) != 0) + return false; + + if ( buffer.st_mode & _S_IFDIR) + return false; +#else + struct stat buffer; + if (stat(full_path.c_str(), &buffer) != 0) + return false; + + if (S_ISDIR(buffer.st_mode)) + return false; +#endif + + return true; +} + +unsigned int file_size_(std::string full_path) +{ +#if defined(STEAM_WIN32) + struct _stat buffer = {}; + if (_wstat(utf8_decode(full_path).c_str(), &buffer) != 0) return 0; +#else + struct stat buffer = {}; + if (stat (full_path.c_str(), &buffer) != 0) return 0; +#endif + return buffer.st_size; +} + static void steam_auth_ticket_callback(void *object, Common_Message *msg) { PRINT_DEBUG("steam_auth_ticket_callback\n"); @@ -480,17 +516,6 @@ struct ips_test { uint32_t ip_to; }; - - - -//提前file_exists的位置,方便后面使用 -inline bool file_exists(const std::string& name) { - struct stat buffer; - return (stat(name.c_str(), &buffer) == 0); -} -//写一个全局变量 -struct sockaddr replaceaddr; - static std::vector adapter_ips; void set_adapter_ips(uint32_t *from, uint32_t *to, unsigned num_ips) @@ -524,11 +549,12 @@ static bool is_adapter_ip(unsigned char *ip) return false; } -// I use this check to redirect the 2K check. + static bool is_lan_ip(const sockaddr *addr, int namelen) { if (!namelen) return false; - if (addr->sa_family == AF_INET) { + + if (addr->sa_family == AF_INET) { struct sockaddr_in *addr_in = (struct sockaddr_in *)addr; unsigned char ip[4]; memcpy(ip, &addr_in->sin_addr, sizeof(ip)); @@ -559,141 +585,15 @@ static bool is_lan_ip(const sockaddr *addr, int namelen) if (ip[0] == 0xfd) return true; //unique local //TODO: ipv4 mapped? } - //If not LAN IP, there will redirect. - //不是LAN IP的,在这里会被拦截到 - if (addr->sa_family == AF_INET) { - struct sockaddr_in *addr_in = (struct sockaddr_in *)addr; - unsigned char ip[4]; - memcpy(ip, &addr_in->sin_addr, sizeof(ip)); - PRINT_DEBUG("CHECK NON LAN IP %hhu.%hhu.%hhu.%hhu:%u\n", ip[0], ip[1], ip[2], ip[3], ntohs(addr_in->sin_port)); - //check if there have serverip.txt/serverport.txt, if have,redirect to it; Or ignore it. - //修改这一部分,使它强行定位到某个IP和某个Port,否则正常访问。 - if (file_exists(get_full_program_path() + "serverip.txt")) - { - std::ifstream readFile(get_full_program_path() + "serverip.txt"); - //Read and put it in. - std::string temp; - readFile >> temp; - const std::string& tempip = temp; - //Put it in. - //这里得到了String的临时IP,接下来将这个IP想办法放进去 - addr_in->sin_addr.s_addr = inet_addr(temp.c_str()); - PRINT_DEBUG("Crack 2K DLC Check - IP\n"); - } - - if (file_exists(get_full_program_path() + "serverport.txt")) - { - std::ifstream readFile(get_full_program_path() + "serverport.txt"); - std::string temp; - readFile >> temp; - int port = atoi(temp.c_str()); - addr_in->sin_port = htons(port); - PRINT_DEBUG("Crack 2K DLC Check - PORT\n"); - } - //Send it back - //修改后,将修改的转回sockaddr,通过重新赋值给该指针来修改指针指向的值。 - addr = (struct sockaddr*)addr_in; - //display the new IP for debug. - //记得重新读取IP的值…… - memcpy(ip, &addr_in->sin_addr, sizeof(ip)); - PRINT_DEBUG("NOW LAN IP %hhu.%hhu.%hhu.%hhu:%u\n", ip[0], ip[1], ip[2], ip[3], ntohs(addr_in->sin_port)); - return true; - } PRINT_DEBUG("NOT LAN IP\n"); return false; } -//static bool is_lan_ip(const sockaddr *addr, int namelen) -//{ -// if (!namelen) return false; -// -// if (addr->sa_family == AF_INET) { -// struct sockaddr_in *addr_in = (struct sockaddr_in *)addr; -// unsigned char ip[4]; -// memcpy(ip, &addr_in->sin_addr, sizeof(ip)); -// PRINT_DEBUG("CHECK LAN IP %hhu.%hhu.%hhu.%hhu:%u\n", ip[0], ip[1], ip[2], ip[3], ntohs(addr_in->sin_port)); -// if (is_adapter_ip(ip)) return true; -// if (ip[0] == 127) return true; -// if (ip[0] == 10) return true; -// if (ip[0] == 192 && ip[1] == 168) return true; -// if (ip[0] == 169 && ip[1] == 254 && ip[2] != 0) return true; -// if (ip[0] == 172 && ip[1] >= 16 && ip[1] <= 31) return true; -// if ((ip[0] == 100) && ((ip[1] & 0xC0) == 0x40)) return true; -// if (ip[0] == 239) return true; //multicast -// if (ip[0] == 0) return true; //Current network -// if (ip[0] == 192 && (ip[1] == 18 || ip[1] == 19)) return true; //Used for benchmark testing of inter-network communications between two separate subnets. -// if (ip[0] >= 224) return true; //ip multicast (224 - 239) future use (240.0.0.0–255.255.255.254) broadcast (255.255.255.255) -// } else if (addr->sa_family == AF_INET6) { -// struct sockaddr_in6 *addr_in6 = (struct sockaddr_in6 *)addr; -// unsigned char ip[16]; -// unsigned char zeroes[16] = {}; -// memcpy(ip, &addr_in6->sin6_addr, sizeof(ip)); -// PRINT_DEBUG("CHECK LAN IP6 %hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu...%hhu\n", ip[0], ip[1], ip[2], ip[3], ip[4], ip[5], ip[6], ip[7], ip[15]); -// if (((ip[0] == 0xFF) && (ip[1] < 3) && (ip[15] == 1)) || -// ((ip[0] == 0xFE) && ((ip[1] & 0xC0) == 0x80))) return true; -// if (memcmp(zeroes, ip, sizeof(ip)) == 0) return true; -// if (memcmp(zeroes, ip, sizeof(ip) - 1) == 0 && ip[15] == 1) return true; -// if (ip[0] == 0xff) return true; //multicast -// if (ip[0] == 0xfc) return true; //unique local -// if (ip[0] == 0xfd) return true; //unique local -// //TODO: ipv4 mapped? -// } -// -// PRINT_DEBUG("NOT LAN IP\n"); -// return false; -//} - -//static bool hook_twok(const sockaddr* addr, int namelen) -//{ -// struct sockaddr_in stu; -// if (!namelen) return false; -// //如果sa_family代表ipv4 -// if (addr->sa_family == AF_INET) { -// //定义结构体 -// struct sockaddr_in *addr_in = (struct sockaddr_in*)addr; -// //为IP准备的 -// unsigned char ip[4]; -// //拷贝sin_addr到IP内 -// memcpy(ip, &addr_in->sin_addr, sizeof(ip)); -// //开始检查 -// PRINT_DEBUG("Find this: %hhu.%hhu.%hhu.%hhu:%u\n", ip[0], ip[1], ip[2], ip[3], ntohs(addr_in->sin_port)); -// //修改这一部分,使它强行定位到某个IP和某个Port,否则正常访问。 -// PRINT_DEBUG("Crack 2K DLC Check - IP\n"); -// if (file_exists(get_full_program_path() + "serverip.txt")) -// { -// std::ifstream readFile(get_full_program_path() + "serverip.txt"); -// //Read and put it in. -// std::string temp; -// readFile >> temp; -// const std::string& tempip = temp; -// //这里得到了String的临时IP,接下来将这个IP想办法放进去 -// &addr_in.sin_addr.s_addr = inet_addr(tempip.c_str()); -// } -// PRINT_DEBUG("Crack 2K DLC Check - PORT\n"); -// if (file_exists(get_full_program_path() + "serverport.txt")) -// { -// PRINT_DEBUG("Crack MultiPlayer Check - Port\n"); -// std::ifstream readFile(get_full_program_path() + "serverport.txt"); -// std::string temp; -// readFile >> temp; -// int port = atoi(temp.c_str()); -// &addr_in.sin_port = htons(port); -// } -// //都没过说明不是,返回false -// } -// PRINT_DEBUG("NOT LAN IP\n"); -// return false; -//} int ( WINAPI *Real_SendTo )( SOCKET s, const char *buf, int len, int flags, const sockaddr *to, int tolen) = sendto; int ( WINAPI *Real_Connect )( SOCKET s, const sockaddr *addr, int namelen ) = connect; int ( WINAPI *Real_WSAConnect )( SOCKET s, const sockaddr *addr, int namelen, LPWSABUF lpCallerData, LPWSABUF lpCalleeData, LPQOS lpSQOS, LPQOS lpGQOS) = WSAConnect; -// These are hooked ws2_32.dll. The game with ca-bundle.crt will use these. -// If you see that, could you help me for something? In china there use a tools to coop, -// but it also hook ws2_32.dll, so both of them will failed to use. -// Do you have some solution for that? - static int WINAPI Mine_SendTo( SOCKET s, const char *buf, int len, int flags, const sockaddr *to, int tolen) { PRINT_DEBUG("Mine_SendTo\n"); if (is_lan_ip(to, tolen)) { @@ -725,7 +625,10 @@ static int WINAPI Mine_WSAConnect( SOCKET s, const sockaddr *addr, int namelen, } } - +inline bool file_exists (const std::string& name) { + struct stat buffer; + return (stat (name.c_str(), &buffer) == 0); +} HMODULE (WINAPI *Real_GetModuleHandleA)(LPCSTR lpModuleName) = GetModuleHandleA; HMODULE WINAPI Mine_GetModuleHandleA(LPCSTR lpModuleName) @@ -766,7 +669,7 @@ static void load_dll() PRINT_DEBUG("Crack file %s\n", path.c_str()); if (file_exists(path)) { redirect_crackdll(); - crack_dll_handle = LoadLibraryA(path.c_str()); + crack_dll_handle = LoadLibraryW(utf8_decode(path).c_str()); unredirect_crackdll(); PRINT_DEBUG("Loaded crack file\n"); } @@ -790,7 +693,7 @@ static void load_dlls() if (full_path[length - 4] != '.') continue; PRINT_DEBUG("Trying to load %s\n", full_path.c_str()); - if (LoadLibraryA(full_path.c_str())) { + if (LoadLibraryW(utf8_decode(full_path).c_str())) { PRINT_DEBUG("LOADED %s\n", full_path.c_str()); } } @@ -838,22 +741,6 @@ HINTERNET (WINAPI *Real_WinHttpConnect)( IN DWORD dwReserved ); -std::wstring ANSIToUnicode(const std::string& str) -{ - std::wstring ret; - std::mbstate_t state = {}; - const char* src = str.data(); - size_t len = std::mbsrtowcs(nullptr, &src, 0, &state); - if (static_cast(-1) != len) { - std::unique_ptr< wchar_t[] > buff(new wchar_t[len + 1]); - len = std::mbsrtowcs(buff.get(), &src, len, &state); - if (static_cast(-1) != len) { - ret.assign(buff.get(), len); - } - } - return ret; -} - HINTERNET WINAPI Mine_WinHttpConnect( IN HINTERNET hSession, IN LPCWSTR pswzServerName, @@ -869,29 +756,7 @@ HINTERNET WINAPI Mine_WinHttpConnect( if ((InetPtonW(AF_INET, pswzServerName, &(ip4.sin_addr)) && is_lan_ip((sockaddr *)&ip4, sizeof(ip4))) || (InetPtonW(AF_INET6, pswzServerName, &(ip6.sin6_addr)) && is_lan_ip((sockaddr *)&ip6, sizeof(ip6)))) { return Real_WinHttpConnect(hSession, pswzServerName, nServerPort, dwReserved); } else { - pswzServerName = L"127.1.33.7"; - if (file_exists(get_full_program_path() + "serverip.txt")) - { - //Pinenut:Sorry!I am not good at C++! - PRINT_DEBUG("Crack MultiPlayer Check - IP\n"); - std::ifstream readFile(get_full_program_path() + "serverip.txt"); - //Read and put it in. - std::string temp; - readFile >> temp; - const std::string& tempip = temp; - LPCWSTR strs = ANSIToUnicode(tempip).c_str(); - pswzServerName = strs; - } - if (file_exists(get_full_program_path() + "serverport.txt")) - { - PRINT_DEBUG("Crack MultiPlayer Check - Port\n"); - std::ifstream readFile(get_full_program_path() + "serverport.txt"); - std::string temp; - readFile >> temp; - int port = atoi(temp.c_str()); - nServerPort = port; - } - return Real_WinHttpConnect(hSession, pswzServerName, nServerPort, dwReserved); + return Real_WinHttpConnect(hSession, L"127.1.33.7", nServerPort, dwReserved); } } @@ -903,7 +768,6 @@ HINTERNET (WINAPI *Real_WinHttpOpenRequest)( IN LPCWSTR pwszReferrer, IN LPCWSTR *ppwszAcceptTypes, IN DWORD dwFlags - ); HINTERNET WINAPI Mine_WinHttpOpenRequest( @@ -922,64 +786,29 @@ HINTERNET WINAPI Mine_WinHttpOpenRequest( return Real_WinHttpOpenRequest(hConnect, pwszVerb, pwszObjectName, pwszVersion, pwszReferrer, ppwszAcceptTypes, dwFlags); } -//Add Wintrust support: -static decltype(WinVerifyTrust)* pfnWinVerifyTrust; -LONG Mine_WinVerifyTrust( - HWND hwnd, - GUID* pgActionID, - LPVOID pWVTData -) { - PRINT_DEBUG("Mine_WinVerifyTrust Hook Successfully.\n"); - return (LONG)0; -}; static bool network_functions_attached = false; BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { - HMODULE wintrust = GetModuleHandle("wintrust.dll");//加入wintrust注入 - //setSystemInputMethod();//添加函数调用 switch ( dwReason ) { case DLL_PROCESS_ATTACH: - DetourTransactionBegin(); - DetourUpdateThread(GetCurrentThread()); - if (wintrust) { - pfnWinVerifyTrust = (decltype(pfnWinVerifyTrust))GetProcAddress(wintrust, "WinVerifyTrust"); - if (pfnWinVerifyTrust != nullptr) - { - PRINT_DEBUG("Pinenut:Seems it trying to hook wintrust.dll!\n"); - } - DetourAttach(&(PVOID&)pfnWinVerifyTrust, Mine_WinVerifyTrust); - DetourTransactionCommit(); - } - else - { - PRINT_DEBUG("Pinenut:Failed to hook wintrust.dll!\n"); - } - if (!file_exists(get_full_program_path() + "disable_lan_only.txt")) { PRINT_DEBUG("Hooking lan only functions\n"); DetourTransactionBegin(); DetourUpdateThread( GetCurrentThread() ); + DetourAttach( &(PVOID &)Real_SendTo, Mine_SendTo ); + DetourAttach( &(PVOID &)Real_Connect, Mine_Connect ); + DetourAttach( &(PVOID &)Real_WSAConnect, Mine_WSAConnect ); - HMODULE qs = GetModuleHandle("evoali.dll"); - if (qs) - { - Real_SendTo = (decltype(Real_SendTo))GetProcAddress(qs, "sendto"); - DetourAttach(&(PVOID&)Real_SendTo, Mine_SendTo); - Real_Connect = (decltype(Real_Connect))GetProcAddress(qs, "connect"); - DetourAttach(&(PVOID&)Real_Connect, Mine_Connect); - Real_WSAConnect = (decltype(Real_WSAConnect))GetProcAddress(qs, "WSAConnect"); - DetourAttach(&(PVOID&)Real_WSAConnect, Mine_WSAConnect); - } HMODULE winhttp = GetModuleHandle("winhttp.dll"); if (winhttp) { Real_WinHttpConnect = (decltype(Real_WinHttpConnect))GetProcAddress(winhttp, "WinHttpConnect"); DetourAttach( &(PVOID &)Real_WinHttpConnect, Mine_WinHttpConnect ); - //Open this OpenRequest Function(Pinenut) - Real_WinHttpOpenRequest = (decltype(Real_WinHttpOpenRequest))GetProcAddress(winhttp, "WinHttpOpenRequest"); - DetourAttach( &(PVOID &)Real_WinHttpOpenRequest, Mine_WinHttpOpenRequest ); + // Real_WinHttpOpenRequest = (decltype(Real_WinHttpOpenRequest))GetProcAddress(winhttp, "WinHttpOpenRequest"); + // DetourAttach( &(PVOID &)Real_WinHttpOpenRequest, Mine_WinHttpOpenRequest ); } + DetourTransactionCommit(); network_functions_attached = true; } @@ -988,21 +817,15 @@ BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { break; case DLL_PROCESS_DETACH: - DetourTransactionBegin(); - DetourUpdateThread(GetCurrentThread()); - DetourDetach(&(PVOID&)pfnWinVerifyTrust, Mine_WinVerifyTrust); if (network_functions_attached) { DetourTransactionBegin(); DetourUpdateThread( GetCurrentThread() ); - if (Real_SendTo) - { DetourDetach( &(PVOID &)Real_SendTo, Mine_SendTo ); DetourDetach( &(PVOID &)Real_Connect, Mine_Connect ); DetourDetach( &(PVOID &)Real_WSAConnect, Mine_WSAConnect ); - } if (Real_WinHttpConnect) { DetourDetach( &(PVOID &)Real_WinHttpConnect, Mine_WinHttpConnect ); - DetourDetach( &(PVOID &)Real_WinHttpOpenRequest, Mine_WinHttpOpenRequest ); + // DetourDetach( &(PVOID &)Real_WinHttpOpenRequest, Mine_WinHttpOpenRequest ); } DetourTransactionCommit(); } diff --git a/Evolve_goldberg/dll/base.h b/Evolve_goldberg/dll/base.h index 646c851..b69de48 100644 --- a/Evolve_goldberg/dll/base.h +++ b/Evolve_goldberg/dll/base.h @@ -101,6 +101,8 @@ std::string get_full_lib_path(); std::string get_full_program_path(); std::string get_current_path(); std::string canonical_path(std::string path); +bool file_exists_(std::string full_path); +unsigned int file_size_(std::string full_path); #define DEFAULT_CB_TIMEOUT 0.002 diff --git a/Evolve_goldberg/dll/common_includes.h b/Evolve_goldberg/dll/common_includes.h index 09cfe82..f68e161 100644 --- a/Evolve_goldberg/dll/common_includes.h +++ b/Evolve_goldberg/dll/common_includes.h @@ -74,7 +74,7 @@ #ifdef EMU_EXPERIMENTAL_BUILD #include - #include + #include "../detours/detours.h" #ifdef DETOURS_64BIT @@ -84,6 +84,27 @@ #endif #endif +#include +// Convert a wide Unicode string to an UTF8 string +inline std::string utf8_encode(const std::wstring &wstr) +{ + if( wstr.empty() ) return std::string(); + int size_needed = WideCharToMultiByte(CP_UTF8, 0, &wstr[0], (int)wstr.size(), NULL, 0, NULL, NULL); + std::string strTo( size_needed, 0 ); + WideCharToMultiByte (CP_UTF8, 0, &wstr[0], (int)wstr.size(), &strTo[0], size_needed, NULL, NULL); + return strTo; +} + +// Convert an UTF8 string to a wide Unicode String +inline std::wstring utf8_decode(const std::string &str) +{ + if( str.empty() ) return std::wstring(); + int size_needed = MultiByteToWideChar(CP_UTF8, 0, &str[0], (int)str.size(), NULL, 0); + std::wstring wstrTo( size_needed, 0 ); + MultiByteToWideChar (CP_UTF8, 0, &str[0], (int)str.size(), &wstrTo[0], size_needed); + return wstrTo; +} + #elif defined(__LINUX__) #include @@ -112,6 +133,8 @@ #define PRINT_DEBUG(...) {FILE *t = fopen("STEAM_LOG.txt", "a"); fprintf(t, __VA_ARGS__); fclose(t);} #endif #define PATH_SEPARATOR "/" + + #define utf8_decode(a) a #endif //#define PRINT_DEBUG(...) fprintf(stdout, __VA_ARGS__) #ifdef EMU_RELEASE_BUILD @@ -161,8 +184,16 @@ #define CLIENT_HSTEAMUSER 1 #define SERVER_HSTEAMUSER 1 -#define DEFAULT_NAME "Goldberg" -#define PROGRAM_NAME "Goldberg SteamEmu" +#define DEFAULT_NAME "Noob" +#define PROGRAM_NAME_1 "Go" +#define PROGRAM_NAME_2 "ld" +#define PROGRAM_NAME_3 "be" +#define PROGRAM_NAME_4 "rg " +#define PROGRAM_NAME_5 "St" +#define PROGRAM_NAME_6 "ea" +#define PROGRAM_NAME_7 "mE" +#define PROGRAM_NAME_8 "mu" + #define DEFAULT_LANGUAGE "english" #define LOBBY_CONNECT_APPID ((uint32)-2) diff --git a/Evolve_goldberg/dll/dll.cpp b/Evolve_goldberg/dll/dll.cpp index be5587a..3cc5b49 100644 --- a/Evolve_goldberg/dll/dll.cpp +++ b/Evolve_goldberg/dll/dll.cpp @@ -49,7 +49,7 @@ static void load_old_interface_versions() static bool loaded = false; if (loaded) return; std::string interfaces_path = Local_Storage::get_program_path() + "steam_interfaces.txt"; - std::ifstream input( interfaces_path ); + std::ifstream input( utf8_decode(interfaces_path) ); PRINT_DEBUG("load from: %s\n", interfaces_path.c_str()); for( std::string line; getline( input, line ); ) @@ -136,7 +136,7 @@ Steam_Client *get_steam_clientserver_old() static bool steamclient_has_ipv6_functions_flag; bool steamclient_has_ipv6_functions() { - return steamclient_has_ipv6_functions_flag; + return steamclient_has_ipv6_functions_flag || get_steam_client()->gameserver_has_ipv6_functions; } static void *create_client_interface(const char *ver) @@ -262,6 +262,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown() PRINT_DEBUG("SteamAPI_Shutdown\n"); get_steam_client()->clientShutdown(); get_steam_client()->BReleaseSteamPipe(user_steam_pipe); + get_steam_client()->BShutdownIfAllPipesClosed(); user_steam_pipe = 0; --global_counter; old_user_instance = NULL; @@ -652,6 +653,7 @@ STEAMAPI_API void SteamGameServer_Shutdown() PRINT_DEBUG("SteamGameServer_Shutdown\n"); get_steam_client()->serverShutdown(); get_steam_client()->BReleaseSteamPipe(server_steam_pipe); + get_steam_client()->BShutdownIfAllPipesClosed(); server_steam_pipe = 0; --global_counter; g_pSteamClientGameServer = NULL; //TODO: check if this actually gets nulled when SteamGameServer_Shutdown is called diff --git a/Evolve_goldberg/dll/flat.cpp b/Evolve_goldberg/dll/flat.cpp index d7da4ca..c95c86f 100644 --- a/Evolve_goldberg/dll/flat.cpp +++ b/Evolve_goldberg/dll/flat.cpp @@ -242,6 +242,16 @@ STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection( ISteamUser* self, return (get_steam_client()->steam_user)->TerminateGameConnection(unIPServer, usPortServer); } +STEAMAPI_API int SteamAPI_ISteamUser_InitiateGameConnection_DEPRECATED( ISteamUser* self, void * pAuthBlob, int cbMaxAuthBlob, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) +{ + return (get_steam_client()->steam_user)->InitiateGameConnection(pAuthBlob, cbMaxAuthBlob, steamIDGameServer, unIPServer, usPortServer, bSecure); +} + +STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection_DEPRECATED( ISteamUser* self, uint32 unIPServer, uint16 usPortServer ) +{ + return (get_steam_client()->steam_user)->TerminateGameConnection(unIPServer, usPortServer); +} + STEAMAPI_API void SteamAPI_ISteamUser_TrackAppUsageEvent( ISteamUser* self, uint64_gameid gameID, int eAppUsageEvent, const char * pchExtraInfo ) { return (get_steam_client()->steam_user)->TrackAppUsageEvent(CGameID(gameID), eAppUsageEvent, pchExtraInfo); @@ -1144,12 +1154,28 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ) STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 unFilterOptions ) { - return (self)->InitFilterText(unFilterOptions); + //Note: older function only has less arguments + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + return (ptr)->InitFilterText(unFilterOptions); } -int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilteringContext eContext, uint64_steamid sourceSteamID, const char * pchInputMessage, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText ) +STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilteringContext eContext, uint64_steamid sourceSteamID, const char * pchInputMessage, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText ) { - return (self)->FilterText(eContext, sourceSteamID, pchInputMessage, pchOutFilteredText, nByteSizeOutFilteredText); + //Note: older function only has less arguments + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + return (ptr)->FilterText(eContext, sourceSteamID, pchInputMessage, pchOutFilteredText, nByteSizeOutFilteredText); } STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState( ISteamUtils* self, ESteamIPv6ConnectivityProtocol eProtocol ) @@ -1164,6 +1190,44 @@ STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6Connectivit return (ptr)->GetIPv6ConnectivityState(eProtocol); } +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* self ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + return (ptr)->IsSteamRunningOnSteamDeck(); +} + +STEAMAPI_API bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* self, EGamepadTextInputLineMode eLineInputMode ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + //flat vs normal api mismatch + return (ptr)->ShowFloatingGamepadTextInput((EFloatingGamepadTextInputMode)eLineInputMode, 0, 0, 0, 0); +} + +STEAMAPI_API void SteamAPI_ISteamUtils_SetGameLauncherMode( ISteamUtils* self, bool bLauncherMode ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + return (ptr)->SetGameLauncherMode(bLauncherMode); +} + + STEAMAPI_API ISteamMatchmaking *SteamAPI_SteamMatchmaking_v009() { return get_steam_client()->GetISteamMatchmaking(flat_hsteamuser(), flat_hsteampipe(), "SteamMatchMaking009"); @@ -1649,6 +1713,11 @@ STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v014() return get_steam_client()->GetISteamRemoteStorage(flat_hsteamuser(), flat_hsteampipe(), "STEAMREMOTESTORAGE_INTERFACE_VERSION014"); } +STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v016() +{ + return get_steam_client()->GetISteamRemoteStorage(flat_hsteamuser(), flat_hsteampipe(), "STEAMREMOTESTORAGE_INTERFACE_VERSION016"); +} + STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWrite( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, int32 cubData ) { return (get_steam_client()->steam_remote_storage)->FileWrite(pchFile, pvData, cubData); @@ -1924,6 +1993,26 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation( return (get_steam_client()->steam_remote_storage)->UGCDownloadToLocation(hContent, pchLocation, unPriority); } +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetLocalFileChangeCount( ISteamRemoteStorage* self ) +{ + return (get_steam_client()->steam_remote_storage)->GetLocalFileChangeCount(); +} + +STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetLocalFileChange( ISteamRemoteStorage* self, int iFile, ERemoteStorageLocalFileChange * pEChangeType, ERemoteStorageFilePathType * pEFilePathType ) +{ + return (get_steam_client()->steam_remote_storage)->GetLocalFileChange(iFile, pEChangeType, pEFilePathType); +} + +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_BeginFileWriteBatch( ISteamRemoteStorage* self ) +{ + return (get_steam_client()->steam_remote_storage)->BeginFileWriteBatch(); +} + +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_EndFileWriteBatch( ISteamRemoteStorage* self ) +{ + return (get_steam_client()->steam_remote_storage)->EndFileWriteBatch(); +} + STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v012() { return get_steam_client()->GetISteamUserStats(flat_hsteamuser(), flat_hsteampipe(), "STEAMUSERSTATS_INTERFACE_VERSION012"); @@ -2894,8 +2983,14 @@ STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v002() return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput002"); } -STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self ) +STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v005() +{ + return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput005"); +} + +STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self, bool bExplicitlyCallRunFrame ) { + //TODO: do something with bExplicitlyCallRunFrame return (get_steam_client()->steam_controller)->Init(); } @@ -2904,9 +2999,24 @@ STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ) return (get_steam_client()->steam_controller)->Shutdown(); } -STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self ) +STEAMAPI_API bool SteamAPI_ISteamInput_SetInputActionManifestFilePath( ISteamInput* self, const char * pchInputActionManifestAbsolutePath ) { - return (get_steam_client()->steam_controller)->RunFrame(); + return (get_steam_client()->steam_controller)->SetInputActionManifestFilePath(pchInputActionManifestAbsolutePath); +} + +STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self, bool bReservedValue ) +{ + return (get_steam_client()->steam_controller)->RunFrame(bReservedValue); +} + +STEAMAPI_API bool SteamAPI_ISteamInput_BWaitForData( ISteamInput* self, bool bWaitForever, uint32 unTimeout ) +{ + return (get_steam_client()->steam_controller)->BWaitForData(bWaitForever, unTimeout); +} + +STEAMAPI_API bool SteamAPI_ISteamInput_BNewDataAvailable( ISteamInput* self ) +{ + return (get_steam_client()->steam_controller)->BNewDataAvailable(); } STEAMAPI_API int SteamAPI_ISteamInput_GetConnectedControllers( ISteamInput* self, InputHandle_t * handlesOut ) @@ -2914,6 +3024,16 @@ STEAMAPI_API int SteamAPI_ISteamInput_GetConnectedControllers( ISteamInput* self return (get_steam_client()->steam_controller)->GetConnectedControllers(handlesOut); } +STEAMAPI_API void SteamAPI_ISteamInput_EnableDeviceCallbacks( ISteamInput* self ) +{ + return (get_steam_client()->steam_controller)->EnableDeviceCallbacks(); +} + +STEAMAPI_API void SteamAPI_ISteamInput_EnableActionEventCallbacks( ISteamInput* self, SteamInputActionEventCallbackPointer pCallback ) +{ + return (get_steam_client()->steam_controller)->EnableActionEventCallbacks(pCallback); +} + STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetActionSetHandle( ISteamInput* self, const char * pszActionSetName ) { return (get_steam_client()->steam_controller)->GetActionSetHandle(pszActionSetName); @@ -2964,6 +3084,11 @@ STEAMAPI_API int SteamAPI_ISteamInput_GetDigitalActionOrigins( ISteamInput* self return (get_steam_client()->steam_controller)->GetDigitalActionOrigins(inputHandle, actionSetHandle, digitalActionHandle, originsOut); } +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForDigitalActionName( ISteamInput* self, InputDigitalActionHandle_t eActionHandle ) +{ + return (get_steam_client()->steam_controller)->GetStringForDigitalActionName(eActionHandle); +} + STEAMAPI_API InputAnalogActionHandle_t SteamAPI_ISteamInput_GetAnalogActionHandle( ISteamInput* self, const char * pszActionName ) { return (get_steam_client()->steam_controller)->GetAnalogActionHandle(pszActionName); @@ -2984,11 +3109,31 @@ STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin( ISteamIn return (get_steam_client()->steam_controller)->GetGlyphForActionOrigin(eOrigin); } +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphPNGForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) +{ + return (get_steam_client()->steam_controller)->GetGlyphPNGForActionOrigin(eOrigin, eSize, unFlags); +} + +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphSVGForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin, uint32 unFlags ) +{ + return (get_steam_client()->steam_controller)->GetGlyphSVGForActionOrigin(eOrigin, unFlags); +} + +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin_Legacy( ISteamInput* self, EInputActionOrigin eOrigin ) +{ + return (get_steam_client()->steam_controller)->GetGlyphForActionOrigin_Legacy(eOrigin); +} + STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetStringForActionOrigin(eOrigin); } +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForAnalogActionName( ISteamInput* self, InputAnalogActionHandle_t eActionHandle ) +{ + return (get_steam_client()->steam_controller)->GetStringForAnalogActionName(eActionHandle); +} + STEAMAPI_API void SteamAPI_ISteamInput_StopAnalogActionMomentum( ISteamInput* self, InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) { return (get_steam_client()->steam_controller)->StopAnalogActionMomentum(inputHandle, eAction); @@ -3004,6 +3149,16 @@ STEAMAPI_API void SteamAPI_ISteamInput_TriggerVibration( ISteamInput* self, Inpu return (get_steam_client()->steam_controller)->TriggerVibration(inputHandle, usLeftSpeed, usRightSpeed); } +STEAMAPI_API void SteamAPI_ISteamInput_TriggerVibrationExtended( ISteamInput* self, InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) +{ + return (get_steam_client()->steam_controller)->TriggerVibrationExtended(inputHandle, usLeftSpeed, usRightSpeed, usLeftTriggerSpeed, usRightTriggerSpeed); +} + +STEAMAPI_API void SteamAPI_ISteamInput_TriggerSimpleHapticEvent( ISteamInput* self, InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) +{ + return (get_steam_client()->steam_controller)->TriggerSimpleHapticEvent(inputHandle, eHapticLocation, nIntensity, nGainDB, nOtherIntensity, nOtherGainDB); +} + STEAMAPI_API void SteamAPI_ISteamInput_SetLEDColor( ISteamInput* self, InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) { return (get_steam_client()->steam_controller)->SetLEDColor(inputHandle, nColorR, nColorG, nColorB, nFlags); @@ -3019,6 +3174,16 @@ STEAMAPI_API void SteamAPI_ISteamInput_TriggerRepeatedHapticPulse( ISteamInput* return (get_steam_client()->steam_controller)->TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); } +STEAMAPI_API void SteamAPI_ISteamInput_Legacy_TriggerHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) +{ + return (get_steam_client()->steam_controller)->Legacy_TriggerHapticPulse(inputHandle, eTargetPad, usDurationMicroSec); +} + +STEAMAPI_API void SteamAPI_ISteamInput_Legacy_TriggerRepeatedHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) +{ + return (get_steam_client()->steam_controller)->Legacy_TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); +} + STEAMAPI_API bool SteamAPI_ISteamInput_ShowBindingPanel( ISteamInput* self, InputHandle_t inputHandle ) { return (get_steam_client()->steam_controller)->ShowBindingPanel(inputHandle); @@ -3069,6 +3234,11 @@ STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID( ISteamInput* se return (get_steam_client()->steam_controller)->GetRemotePlaySessionID(inputHandle); } +STEAMAPI_API uint16 SteamAPI_ISteamInput_GetSessionInputConfigurationSettings( ISteamInput* self ) +{ + return (get_steam_client()->steam_controller)->GetSessionInputConfigurationSettings(); +} + STEAMAPI_API ISteamController *SteamAPI_SteamController_v007() { return get_steam_client()->GetISteamController(flat_hsteamuser(), flat_hsteampipe(), "SteamController007"); @@ -4289,6 +4459,31 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem( ISteamUGC* self, Publ return (ptr)->DeleteItem(nPublishedFileID); } +STEAMAPI_API bool SteamAPI_ISteamUGC_ShowWorkshopEULA( ISteamUGC* self ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->ShowWorkshopEULA(); +} + +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetWorkshopEULAStatus( ISteamUGC* self ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->GetWorkshopEULAStatus(); +} + + STEAMAPI_API ISteamAppList *SteamAPI_SteamAppList_v001() { return get_steam_client()->GetISteamAppList(flat_hsteamuser(), flat_hsteampipe(), "STEAMAPPLIST_INTERFACE_VERSION001"); @@ -5218,6 +5413,16 @@ STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_G return self->GetSessionConnectionInfo(identityRemote, pConnectionInfo, pQuickStatus); } +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v011() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets011"); +} + +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v011() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingSockets011"); +} + STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v009() { return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets009"); @@ -5443,6 +5648,11 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetwork return self->SetCertificate(pCertificate, cbCertificate, errMsg); } +// STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_ResetIdentity( ISteamNetworkingSockets* self, const SteamNetworkingIdentity * pIdentity ) +// { +// return self->ResetIdentity(pIdentity); +// } + STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_RunCallbacks( ISteamNetworkingSockets* self ) { return self->RunCallbacks(); @@ -5473,6 +5683,11 @@ STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_SteamAPI_v003( return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils003"); } +STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_SteamAPI_v004() +{ + return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils004"); +} + STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003() { return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils003"); @@ -5633,6 +5848,11 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetwo return self->GetConfigValueInfo(eValue, pOutName, pOutDataType, pOutScope, pOutNextValue); } +// STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_IterateGenericEditableConfigValues( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars ) +// { +// return self->GetConfigValueInfo(eValue, pOutName, pOutDataType, pOutScope, pOutNextValue); +// } + STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_GetFirstConfigValue( ISteamNetworkingUtils* self ) { return self->GetFirstConfigValue(); @@ -5663,6 +5883,11 @@ STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v013() return get_steam_client()->GetISteamGameServer(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamGameServer013"); } +STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v014() +{ + return get_steam_client()->GetISteamGameServer(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamGameServer014"); +} + STEAMAPI_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString) { return ((ISteamGameServer *)instancePtr)->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString); @@ -5670,222 +5895,238 @@ STEAMAPI_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, STEAMAPI_API void SteamAPI_ISteamGameServer_SetProduct( ISteamGameServer* self, const char * pszProduct ) { - return self->SetProduct(pszProduct); + return get_steam_client()->steam_gameserver->SetProduct(pszProduct); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameDescription( ISteamGameServer* self, const char * pszGameDescription ) { - return self->SetGameDescription(pszGameDescription); + return get_steam_client()->steam_gameserver->SetGameDescription(pszGameDescription); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetModDir( ISteamGameServer* self, const char * pszModDir ) { - return self->SetModDir(pszModDir); + return get_steam_client()->steam_gameserver->SetModDir(pszModDir); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetDedicatedServer( ISteamGameServer* self, bool bDedicated ) { - return self->SetDedicatedServer(bDedicated); + return get_steam_client()->steam_gameserver->SetDedicatedServer(bDedicated); } STEAMAPI_API void SteamAPI_ISteamGameServer_LogOn( ISteamGameServer* self, const char * pszToken ) { - return self->LogOn(pszToken); + return get_steam_client()->steam_gameserver->LogOn(pszToken); } STEAMAPI_API void SteamAPI_ISteamGameServer_LogOnAnonymous( ISteamGameServer* self ) { - return self->LogOnAnonymous(); + return get_steam_client()->steam_gameserver->LogOnAnonymous(); } STEAMAPI_API void SteamAPI_ISteamGameServer_LogOff( ISteamGameServer* self ) { - return self->LogOff(); + return get_steam_client()->steam_gameserver->LogOff(); } STEAMAPI_API bool SteamAPI_ISteamGameServer_BLoggedOn( ISteamGameServer* self ) { - return self->BLoggedOn(); + return get_steam_client()->steam_gameserver->BLoggedOn(); } STEAMAPI_API bool SteamAPI_ISteamGameServer_BSecure( ISteamGameServer* self ) { - return self->BSecure(); + return get_steam_client()->steam_gameserver->BSecure(); } STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_GetSteamID( ISteamGameServer* self ) { - return self->GetSteamID().ConvertToUint64(); + return get_steam_client()->steam_gameserver->GetSteamID().ConvertToUint64(); } STEAMAPI_API bool SteamAPI_ISteamGameServer_WasRestartRequested( ISteamGameServer* self ) { - return self->WasRestartRequested(); + return get_steam_client()->steam_gameserver->WasRestartRequested(); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetMaxPlayerCount( ISteamGameServer* self, int cPlayersMax ) { - return self->SetMaxPlayerCount(cPlayersMax); + return get_steam_client()->steam_gameserver->SetMaxPlayerCount(cPlayersMax); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetBotPlayerCount( ISteamGameServer* self, int cBotplayers ) { - return self->SetBotPlayerCount(cBotplayers); + return get_steam_client()->steam_gameserver->SetBotPlayerCount(cBotplayers); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetServerName( ISteamGameServer* self, const char * pszServerName ) { - return self->SetServerName(pszServerName); + return get_steam_client()->steam_gameserver->SetServerName(pszServerName); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetMapName( ISteamGameServer* self, const char * pszMapName ) { - return self->SetMapName(pszMapName); + return get_steam_client()->steam_gameserver->SetMapName(pszMapName); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetPasswordProtected( ISteamGameServer* self, bool bPasswordProtected ) { - return self->SetPasswordProtected(bPasswordProtected); + return get_steam_client()->steam_gameserver->SetPasswordProtected(bPasswordProtected); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorPort( ISteamGameServer* self, uint16 unSpectatorPort ) { - return self->SetSpectatorPort(unSpectatorPort); + return get_steam_client()->steam_gameserver->SetSpectatorPort(unSpectatorPort); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorServerName( ISteamGameServer* self, const char * pszSpectatorServerName ) { - return self->SetSpectatorServerName(pszSpectatorServerName); + return get_steam_client()->steam_gameserver->SetSpectatorServerName(pszSpectatorServerName); } STEAMAPI_API void SteamAPI_ISteamGameServer_ClearAllKeyValues( ISteamGameServer* self ) { - return self->ClearAllKeyValues(); + return get_steam_client()->steam_gameserver->ClearAllKeyValues(); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetKeyValue( ISteamGameServer* self, const char * pKey, const char * pValue ) { - return self->SetKeyValue(pKey, pValue); + return get_steam_client()->steam_gameserver->SetKeyValue(pKey, pValue); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameTags( ISteamGameServer* self, const char * pchGameTags ) { - return self->SetGameTags(pchGameTags); + return get_steam_client()->steam_gameserver->SetGameTags(pchGameTags); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameData( ISteamGameServer* self, const char * pchGameData ) { - return self->SetGameData(pchGameData); + return get_steam_client()->steam_gameserver->SetGameData(pchGameData); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetRegion( ISteamGameServer* self, const char * pszRegion ) { - return self->SetRegion(pszRegion); + return get_steam_client()->steam_gameserver->SetRegion(pszRegion); } STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ) { - return self->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); + return get_steam_client()->steam_gameserver->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); +} + +STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate_DEPRECATED( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ) +{ + return get_steam_client()->steam_gameserver->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); } STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_CreateUnauthenticatedUserConnection( ISteamGameServer* self ) { - return self->CreateUnauthenticatedUserConnection().ConvertToUint64(); + return get_steam_client()->steam_gameserver->CreateUnauthenticatedUserConnection().ConvertToUint64(); } STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect( ISteamGameServer* self, uint64_steamid steamIDUser ) { - return self->SendUserDisconnect(steamIDUser); + return get_steam_client()->steam_gameserver->SendUserDisconnect(steamIDUser); +} + +STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect_DEPRECATED( ISteamGameServer* self, uint64_steamid steamIDUser ) +{ + return get_steam_client()->steam_gameserver->SendUserDisconnect(steamIDUser); } STEAMAPI_API bool SteamAPI_ISteamGameServer_BUpdateUserData( ISteamGameServer* self, uint64_steamid steamIDUser, const char * pchPlayerName, uint32 uScore ) { - return self->BUpdateUserData(steamIDUser, pchPlayerName, uScore); + return get_steam_client()->steam_gameserver->BUpdateUserData(steamIDUser, pchPlayerName, uScore); +} + +STEAMAPI_API void SteamAPI_ISteamGameServer_SetAdvertiseServerActive( ISteamGameServer* self, bool bActive ) +{ + return get_steam_client()->steam_gameserver->SetAdvertiseServerActive(bActive); } STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket( ISteamGameServer* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ) { - return self->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); + return get_steam_client()->steam_gameserver->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); } STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession( ISteamGameServer* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ) { - return self->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); + return get_steam_client()->steam_gameserver->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); } STEAMAPI_API void SteamAPI_ISteamGameServer_EndAuthSession( ISteamGameServer* self, uint64_steamid steamID ) { - return self->EndAuthSession(steamID); + return get_steam_client()->steam_gameserver->EndAuthSession(steamID); } STEAMAPI_API void SteamAPI_ISteamGameServer_CancelAuthTicket( ISteamGameServer* self, HAuthTicket hAuthTicket ) { - return self->CancelAuthTicket(hAuthTicket); + return get_steam_client()->steam_gameserver->CancelAuthTicket(hAuthTicket); } STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicenseForApp( ISteamGameServer* self, uint64_steamid steamID, AppId_t appID ) { - return self->UserHasLicenseForApp(steamID, appID); + return get_steam_client()->steam_gameserver->UserHasLicenseForApp(steamID, appID); } STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup ) { - return self->RequestUserGroupStatus(steamIDUser, steamIDGroup); + return get_steam_client()->steam_gameserver->RequestUserGroupStatus(steamIDUser, steamIDGroup); } STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats( ISteamGameServer* self ) { - return self->GetGameplayStats(); + return get_steam_client()->steam_gameserver->GetGameplayStats(); } STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( ISteamGameServer* self ) { - return self->GetServerReputation(); + return get_steam_client()->steam_gameserver->GetServerReputation(); } -STEAMAPI_API uint32 SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible ) +STEAMAPI_API void *SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible ) { - //TODO: check if this actually works (ret value changed from uint32 to struct) + //abuse call convention rules to get this working. if (steamclient_has_ipv6_functions()) { - return ((ISteamGameServer012 *)instancePtr_possible)->GetPublicIP_old(); + get_steam_client()->steam_gameserver->GetPublicIP_fix((SteamIPAddress_t *)instancePtr); + return (void *)instancePtr; } else { - return ((ISteamGameServer012 *)instancePtr)->GetPublicIP_old(); + return (void *)((ISteamGameServer012 *)instancePtr)->GetPublicIP_old(); } } STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort ) { - return self->HandleIncomingPacket(pData, cbData, srcIP, srcPort); + return get_steam_client()->steam_gameserver->HandleIncomingPacket(pData, cbData, srcIP, srcPort); } STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket( ISteamGameServer* self, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort ) { - return self->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort); + return get_steam_client()->steam_gameserver->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort); } STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats( ISteamGameServer* self, bool bActive ) { - return self->EnableHeartbeats(bActive); + return get_steam_client()->steam_gameserver->EnableHeartbeats(bActive); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetHeartbeatInterval( ISteamGameServer* self, int iHeartbeatInterval ) { - return self->SetHeartbeatInterval(iHeartbeatInterval); + return get_steam_client()->steam_gameserver->SetHeartbeatInterval(iHeartbeatInterval); } STEAMAPI_API void SteamAPI_ISteamGameServer_ForceHeartbeat( ISteamGameServer* self ) { - return self->ForceHeartbeat(); + return get_steam_client()->steam_gameserver->ForceHeartbeat(); } STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_AssociateWithClan( ISteamGameServer* self, uint64_steamid steamIDClan ) { - return self->AssociateWithClan(steamIDClan); + return get_steam_client()->steam_gameserver->AssociateWithClan(steamIDClan); } STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_ComputeNewPlayerCompatibility( ISteamGameServer* self, uint64_steamid steamIDNewPlayer ) { - return self->ComputeNewPlayerCompatibility(steamIDNewPlayer); + return get_steam_client()->steam_gameserver->ComputeNewPlayerCompatibility(steamIDNewPlayer); } STEAMAPI_API ISteamGameServerStats *SteamAPI_SteamGameServerStats_v001() diff --git a/Evolve_goldberg/dll/local_storage.cpp b/Evolve_goldberg/dll/local_storage.cpp index 81e17b9..9ae0a6b 100644 --- a/Evolve_goldberg/dll/local_storage.cpp +++ b/Evolve_goldberg/dll/local_storage.cpp @@ -21,6 +21,9 @@ #define STB_IMAGE_STATIC #define STBI_ONLY_PNG #define STBI_ONLY_JPEG +#if defined(__WINDOWS__) +#define STBI_WINDOWS_UTF8 +#endif #include "../stb/stb_image.h" #define STB_IMAGE_WRITE_IMPLEMENTATION @@ -166,49 +169,51 @@ bool Local_Storage::save_screenshot(std::string const& image_path, uint8_t* img_ #else #if defined(__WINDOWS__) -static BOOL DirectoryExists(LPCSTR szPath) +static BOOL DirectoryExists(LPCWSTR szPath) { - DWORD dwAttrib = GetFileAttributesA(szPath); + DWORD dwAttrib = GetFileAttributesW(szPath); return (dwAttrib != INVALID_FILE_ATTRIBUTES && (dwAttrib & FILE_ATTRIBUTE_DIRECTORY)); } -static void createDirectoryRecursively(std::string path) +static void createDirectoryRecursively(std::wstring path) { unsigned long long pos = 0; do { - pos = path.find_first_of("\\/", pos + 1); - CreateDirectoryA(path.substr(0, pos).c_str(), NULL); + pos = path.find_first_of(L"\\/", pos + 1); + CreateDirectoryW(path.substr(0, pos).c_str(), NULL); } while (pos != std::string::npos); } -static void create_directory(std::string strPath) +static void create_directory(std::string in_path) { + std::wstring strPath = utf8_decode(in_path); if (DirectoryExists(strPath.c_str()) == FALSE) createDirectoryRecursively(strPath); } -static std::vector get_filenames(std::string strPath) +static std::vector get_filenames(std::string in_path) { std::vector output; - strPath = strPath.append("\\*"); - WIN32_FIND_DATAA ffd; + in_path = in_path.append("\\*"); + WIN32_FIND_DATAW ffd; HANDLE hFind = INVALID_HANDLE_VALUE; + std::wstring strPath = utf8_decode(in_path); // Start iterating over the files in the path directory. - hFind = ::FindFirstFileA (strPath.c_str(), &ffd); + hFind = ::FindFirstFileW (strPath.c_str(), &ffd); if (hFind != INVALID_HANDLE_VALUE) { do // Managed to locate and create an handle to that folder. { - if (strcmp(".", ffd.cFileName) == 0) continue; - if (strcmp("..", ffd.cFileName) == 0) continue; + if (wcscmp(L".", ffd.cFileName) == 0) continue; + if (wcscmp(L"..", ffd.cFileName) == 0) continue; struct File_Data f_data; - f_data.name = ffd.cFileName; + f_data.name = utf8_encode(ffd.cFileName); output.push_back(f_data); - } while (::FindNextFileA(hFind, &ffd) == TRUE); + } while (::FindNextFileW(hFind, &ffd) == TRUE); ::FindClose(hFind); } else { //printf("Failed to find path: %s", strPath.c_str()); @@ -217,40 +222,40 @@ static std::vector get_filenames(std::string strPath) return output; } -static std::vector get_filenames_recursive(std::string base_path) +static std::vector get_filenames_recursive_w(std::wstring base_path) { - if (base_path.back() == *PATH_SEPARATOR) + if (base_path.back() == *L"\\") base_path.pop_back(); std::vector output; - std::string strPath = base_path; - strPath = strPath.append("\\*"); - WIN32_FIND_DATAA ffd; + std::wstring strPath = base_path; + strPath = strPath.append(L"\\*"); + WIN32_FIND_DATAW ffd; HANDLE hFind = INVALID_HANDLE_VALUE; // Start iterating over the files in the path directory. - hFind = ::FindFirstFileA (strPath.c_str(), &ffd); + hFind = ::FindFirstFileW (strPath.c_str(), &ffd); if (hFind != INVALID_HANDLE_VALUE) { do // Managed to locate and create an handle to that folder. { - if (strcmp(".", ffd.cFileName) == 0) continue; - if (strcmp("..", ffd.cFileName) == 0) continue; + if (wcscmp(L".", ffd.cFileName) == 0) continue; + if (wcscmp(L"..", ffd.cFileName) == 0) continue; if (ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) { // Construct new path from our base path - std::string dir_name = ffd.cFileName; + std::wstring dir_name = ffd.cFileName; - std::string path = base_path; - path += PATH_SEPARATOR; + std::wstring path = base_path; + path += L"\\"; path += dir_name; - std::vector lower = get_filenames_recursive(path); - std::transform(lower.begin(), lower.end(), std::back_inserter(output), [&dir_name](File_Data f) {f.name = dir_name + "\\" + f.name; return f;}); + std::vector lower = get_filenames_recursive_w(path); + std::transform(lower.begin(), lower.end(), std::back_inserter(output), [&dir_name](File_Data f) {f.name = utf8_encode(dir_name) + "\\" + f.name; return f;}); } else { File_Data f; - f.name = ffd.cFileName; + f.name = utf8_encode(ffd.cFileName); output.push_back(f); } - } while (::FindNextFileA(hFind, &ffd) == TRUE); + } while (::FindNextFileW(hFind, &ffd) == TRUE); ::FindClose(hFind); } else { //printf("Failed to find path: %s", strPath.c_str()); @@ -259,6 +264,11 @@ static std::vector get_filenames_recursive(std::string base_pa return output; } +static std::vector get_filenames_recursive(std::string base_path) +{ + return get_filenames_recursive_w(utf8_decode(base_path)); +} + #else /* recursive mkdir */ @@ -403,12 +413,12 @@ std::string Local_Storage::get_user_appdata_path() { std::string user_appdata_path = "SAVE"; #if defined(STEAM_WIN32) - CHAR szPath[MAX_PATH] = {}; + WCHAR szPath[MAX_PATH] = {}; - HRESULT hr = SHGetFolderPathA(NULL, CSIDL_APPDATA, NULL, 0, szPath); + HRESULT hr = SHGetFolderPathW(NULL, CSIDL_APPDATA, NULL, 0, szPath); if (SUCCEEDED(hr)) { - user_appdata_path = szPath; + user_appdata_path = utf8_encode(szPath); } #else @@ -424,7 +434,7 @@ std::string Local_Storage::get_user_appdata_path() } } #endif - return user_appdata_path.append(PATH_SEPARATOR).append(PROGRAM_NAME).append(" Saves"); + return user_appdata_path.append(PATH_SEPARATOR).append(PROGRAM_NAME_1).append(PROGRAM_NAME_2).append(PROGRAM_NAME_3).append(PROGRAM_NAME_4).append(PROGRAM_NAME_5).append(PROGRAM_NAME_6).append(PROGRAM_NAME_7).append(PROGRAM_NAME_8).append(" Saves"); } static std::string replace_with(std::string s, std::string const &old, const char *new_str) @@ -504,7 +514,7 @@ int Local_Storage::store_file_data(std::string folder, std::string file, char *d create_directory(folder + file_folder); std::ofstream myfile; - myfile.open(folder + file, std::ios::binary | std::ios::out); + myfile.open(utf8_decode(folder + file), std::ios::binary | std::ios::out); if (!myfile.is_open()) return -1; myfile.write(data, length); int position = myfile.tellp(); @@ -553,7 +563,7 @@ int Local_Storage::store_data_settings(std::string file, char *data, unsigned in int Local_Storage::get_file_data(std::string full_path, char *data, unsigned int max_length, unsigned int offset) { std::ifstream myfile; - myfile.open(full_path, std::ios::binary | std::ios::in); + myfile.open(utf8_decode(full_path), std::ios::binary | std::ios::in); if (!myfile.is_open()) return -1; myfile.seekg (offset, std::ios::beg); @@ -597,20 +607,7 @@ bool Local_Storage::file_exists(std::string folder, std::string file) } std::string full_path = save_directory + appid + folder + file; - struct stat buffer; - - if (stat(full_path.c_str(), &buffer) != 0) - return false; - -#if defined(STEAM_WIN32) - if ( buffer.st_mode & _S_IFDIR) - return false; -#else - if (S_ISDIR(buffer.st_mode)) - return false; -#endif - - return true; + return file_exists_(full_path); } unsigned int Local_Storage::file_size(std::string folder, std::string file) @@ -621,9 +618,7 @@ unsigned int Local_Storage::file_size(std::string folder, std::string file) } std::string full_path = save_directory + appid + folder + file; - struct stat buffer = {}; - if (stat (full_path.c_str(), &buffer) != 0) return 0; - return buffer.st_size; + return file_size_(full_path); } bool Local_Storage::file_delete(std::string folder, std::string file) @@ -634,7 +629,11 @@ bool Local_Storage::file_delete(std::string folder, std::string file) } std::string full_path = save_directory + appid + folder + file; +#if defined(STEAM_WIN32) + return _wremove(utf8_decode(full_path).c_str()) == 0; +#else return remove(full_path.c_str()) == 0; +#endif } uint64_t Local_Storage::file_timestamp(std::string folder, std::string file) @@ -645,8 +644,14 @@ uint64_t Local_Storage::file_timestamp(std::string folder, std::string file) } std::string full_path = save_directory + appid + folder + file; + +#if defined(STEAM_WIN32) + struct _stat buffer = {}; + if (_wstat(utf8_decode(full_path).c_str(), &buffer) != 0) return 0; +#else struct stat buffer = {}; if (stat (full_path.c_str(), &buffer) != 0) return 0; +#endif return buffer.st_mtime; } @@ -695,7 +700,7 @@ bool Local_Storage::update_save_filenames(std::string folder) bool Local_Storage::load_json(std::string full_path, nlohmann::json& json) { - std::ifstream inventory_file(full_path); + std::ifstream inventory_file(utf8_decode(full_path)); // If there is a file and we opened it if (inventory_file) { @@ -745,7 +750,7 @@ bool Local_Storage::write_json_file(std::string folder, std::string const&file, create_directory(inv_path); - std::ofstream inventory_file(full_path, std::ios::trunc | std::ios::out); + std::ofstream inventory_file(utf8_decode(full_path), std::ios::trunc | std::ios::out); if (inventory_file) { inventory_file << std::setw(2) << json; @@ -760,19 +765,14 @@ bool Local_Storage::write_json_file(std::string folder, std::string const&file, std::vector Local_Storage::load_image(std::string const& image_path) { std::vector res; - FILE* hFile = fopen(image_path.c_str(), "r"); - if (hFile != nullptr) + int width, height; + image_pixel_t* img = (image_pixel_t*)stbi_load(image_path.c_str(), &width, &height, nullptr, 4); + if (img != nullptr) { - int width, height; - image_pixel_t* img = (image_pixel_t*)stbi_load_from_file(hFile, &width, &height, nullptr, 4); - if (img != nullptr) - { - res.resize(width*height); - std::copy(img, img + width * height, res.begin()); + res.resize(width*height); + std::copy(img, img + width * height, res.begin()); - stbi_image_free(img); - } - fclose(hFile); + stbi_image_free(img); } return res; } diff --git a/Evolve_goldberg/dll/net.proto b/Evolve_goldberg/dll/net.proto index aaa2bef..cbe1e12 100644 --- a/Evolve_goldberg/dll/net.proto +++ b/Evolve_goldberg/dll/net.proto @@ -40,6 +40,7 @@ message Lobby { uint64 id = 1; uint32 ip = 2; uint32 port = 3; + uint32 num_update = 4; } Gameserver gameserver = 5; @@ -119,7 +120,8 @@ message Networking_Sockets { } Types type = 1; - uint32 port = 2; + int32 virtual_port = 2; + int32 real_port = 6; uint64 connection_id = 3; uint64 connection_id_from = 4; bytes data = 5; diff --git a/Evolve_goldberg/dll/network.cpp b/Evolve_goldberg/dll/network.cpp index e7c5b2d..d9d94d8 100644 --- a/Evolve_goldberg/dll/network.cpp +++ b/Evolve_goldberg/dll/network.cpp @@ -308,7 +308,7 @@ static int receive_packet(sock_t sock, IP_PORT *ip_port, char *data, unsigned lo return -1; } -static bool send_broadcasts(sock_t sock, uint16 port, char *data, unsigned long length, std::vector *custom_broadcasts) +static bool send_broadcasts(sock_t sock, uint16 port, char *data, unsigned long length, std::vector *custom_broadcasts) { static std::chrono::high_resolution_clock::time_point last_get_broadcast_info; if (number_broadcasts < 0 || check_timedout(last_get_broadcast_info, 60.0)) { @@ -338,11 +338,8 @@ static bool send_broadcasts(sock_t sock, uint16 port, char *data, unsigned long * This is useful in cases of undetected network interfaces */ PRINT_DEBUG("start custom broadcasts\n"); - IP_PORT custom_targeted_broadcast; - custom_targeted_broadcast.port = port; - for(auto &ip : *custom_broadcasts) { - custom_targeted_broadcast.ip = ip; - send_packet_to(sock, custom_targeted_broadcast, data, length); + for(auto &addr : *custom_broadcasts) { + send_packet_to(sock, addr, data, length); } PRINT_DEBUG("end custom broadcasts\n"); @@ -487,12 +484,20 @@ static void socket_timeouts(struct TCP_Socket &socket, double extra_time) } } -std::set Networking::resolve_ip(std::string dns) +std::set Networking::resolve_ip(std::string dns) { run_at_startup(); - std::set ips; + std::set ips; struct addrinfo* result = NULL; + uint16 port = 0; + + auto port_sindex = dns.find(":", 0); + if (port_sindex != std::string::npos) { + port = (uint16)atoi(dns.substr(port_sindex + 1).c_str()); + dns = dns.substr(0, port_sindex); + } + if (getaddrinfo(dns.c_str(), NULL, NULL, &result) == 0) { for (struct addrinfo *res = result; res != NULL; res = res->ai_next) { PRINT_DEBUG("%u %u\n", res->ai_addrlen, res->ai_family); @@ -500,7 +505,10 @@ std::set Networking::resolve_ip(std::string dns) struct sockaddr_in *ipv4 = (struct sockaddr_in *)res->ai_addr; uint32 ip; memcpy(&ip, &ipv4->sin_addr, sizeof(ip)); - ips.insert(ntohl(ip)); + IP_PORT addr; + addr.ip = ntohl(ip); + addr.port = port; + ips.insert(addr); } } } @@ -733,7 +741,7 @@ bool Networking::handle_low_level_udp(Common_Message *msg, IP_PORT ip_port) #define NUM_TCP_WAITING 128 -Networking::Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets) +Networking::Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets) { tcp_port = udp_port = port; own_ip = 0x7F000001; @@ -749,7 +757,11 @@ Networking::Networking(CSteamID id, uint32 appid, uint16 port, std::setbegin(), custom_broadcasts->end(), std::back_inserter(this->custom_broadcasts), [](uint32 ip) {return htonl(ip);}); + std::transform(custom_broadcasts->begin(), custom_broadcasts->end(), std::back_inserter(this->custom_broadcasts), [](IP_PORT addr) {addr.ip = htonl(addr.ip); addr.port = htons(addr.port); return addr; }); + for (auto& addr : this->custom_broadcasts) { + if (addr.port == htons(0)) + addr.port = htons(port); + } } run_at_startup(); diff --git a/Evolve_goldberg/dll/network.h b/Evolve_goldberg/dll/network.h index 5bb3e62..4231055 100644 --- a/Evolve_goldberg/dll/network.h +++ b/Evolve_goldberg/dll/network.h @@ -38,6 +38,10 @@ typedef int sock_t; struct IP_PORT { uint32 ip; uint16 port; + bool operator <(const IP_PORT& other) const + { + return (ip < other.ip) || (ip == other.ip && port < other.port); + } }; struct Network_Callback { @@ -103,7 +107,7 @@ class Networking { std::vector ids; uint32 appid; std::chrono::high_resolution_clock::time_point last_broadcast; - std::vector custom_broadcasts; + std::vector custom_broadcasts; std::vector accepted; std::recursive_mutex mutex; @@ -120,8 +124,8 @@ class Networking { public: //NOTE: for all functions ips/ports are passed/returned in host byte order //ex: 127.0.0.1 should be passed as 0x7F000001 - static std::set resolve_ip(std::string dns); - Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets); + static std::set resolve_ip(std::string dns); + Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets); void addListenId(CSteamID id); void setAppID(uint32 appid); void Run(); diff --git a/Evolve_goldberg/dll/settings.cpp b/Evolve_goldberg/dll/settings.cpp index 95ab05a..0b3718b 100644 --- a/Evolve_goldberg/dll/settings.cpp +++ b/Evolve_goldberg/dll/settings.cpp @@ -23,11 +23,11 @@ std::string Settings::sanitize(std::string name) name.erase(std::remove(name.begin(), name.end(), '\n'), name.end()); name.erase(std::remove(name.begin(), name.end(), '\r'), name.end()); - for (auto& i : name) - { - if (!isprint(i)) - i = ' '; - } + //for (auto& i : name) + //{ + // if (!isprint(i)) + // i = ' '; + //} return name; } diff --git a/Evolve_goldberg/dll/settings.h b/Evolve_goldberg/dll/settings.h index f813cd9..b54815e 100644 --- a/Evolve_goldberg/dll/settings.h +++ b/Evolve_goldberg/dll/settings.h @@ -20,6 +20,8 @@ #include "base.h" +struct IP_PORT; + struct DLC_entry { AppId_t appID; std::string name; @@ -125,7 +127,7 @@ class Settings { bool createUnknownLeaderboards() { return create_unknown_leaderboards; } //custom broadcasts - std::set custom_broadcasts; + std::set custom_broadcasts; //stats std::map getStats() { return stats; } @@ -147,6 +149,12 @@ class Settings { //overlay bool disable_overlay = false; + + //app build id + int build_id = 10; + + //make lobby creation fail in the matchmaking interface + bool disable_lobby_creation = false; }; #endif diff --git a/Evolve_goldberg/dll/settings_parser.cpp b/Evolve_goldberg/dll/settings_parser.cpp index 78df6c6..fb4a6a8 100644 --- a/Evolve_goldberg/dll/settings_parser.cpp +++ b/Evolve_goldberg/dll/settings_parser.cpp @@ -28,15 +28,15 @@ static void consume_bom(std::ifstream &input) } } -static void load_custom_broadcasts(std::string broadcasts_filepath, std::set &custom_broadcasts) +static void load_custom_broadcasts(std::string broadcasts_filepath, std::set &custom_broadcasts) { PRINT_DEBUG("Broadcasts file path: %s\n", broadcasts_filepath.c_str()); - std::ifstream broadcasts_file(broadcasts_filepath); + std::ifstream broadcasts_file(utf8_decode(broadcasts_filepath)); consume_bom(broadcasts_file); if (broadcasts_file.is_open()) { std::string line; while (std::getline(broadcasts_file, line)) { - std::set ips = Networking::resolve_ip(line); + std::set ips = Networking::resolve_ip(line); custom_broadcasts.insert(ips.begin(), ips.end()); } } @@ -69,7 +69,7 @@ static void load_gamecontroller_settings(Settings *settings) std::transform(action_set_name.begin(), action_set_name.end(), action_set_name.begin(),[](unsigned char c){ return std::toupper(c); }); std::string controller_config_path = path + PATH_SEPARATOR + p; - std::ifstream input( controller_config_path ); + std::ifstream input( utf8_decode(controller_config_path) ); if (input.is_open()) { consume_bom(input); std::map, std::string>> button_pairs; @@ -204,7 +204,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s // Custom broadcasts - std::set custom_broadcasts; + std::set custom_broadcasts; load_custom_broadcasts(local_storage->get_global_settings_path() + "custom_broadcasts.txt", custom_broadcasts); load_custom_broadcasts(Local_Storage::get_game_settings_path() + "custom_broadcasts.txt", custom_broadcasts); @@ -260,6 +260,9 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s bool steam_offline_mode = false; bool disable_networking = false; bool disable_overlay = false; + bool disable_lobby_creation = false; + int build_id = 10; + { std::string steam_settings_path = Local_Storage::get_game_settings_path(); @@ -272,6 +275,8 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s disable_networking = true; } else if (p == "disable_overlay.txt") { disable_overlay = true; + } else if (p == "disable_lobby_creation.txt") { + disable_lobby_creation = true; } else if (p == "force_language.txt") { int len = Local_Storage::get_file_data(steam_settings_path + "force_language.txt", language, sizeof(language) - 1); if (len > 0) language[len] = 0; @@ -290,6 +295,10 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s char array_port[10] = {}; int len = Local_Storage::get_file_data(steam_settings_path + "force_listen_port.txt", array_port, sizeof(array_port) - 1); if (len > 0) port = std::stoi(array_port); + } else if (p == "build_id.txt") { + char array_id[10] = {}; + int len = Local_Storage::get_file_data(steam_settings_path + "build_id.txt", array_id, sizeof(array_id) - 1); + if (len > 0) build_id = std::stoi(array_id); } } } @@ -304,10 +313,14 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s settings_server->disable_networking = disable_networking; settings_client->disable_overlay = disable_overlay; settings_server->disable_overlay = disable_overlay; + settings_client->disable_lobby_creation = disable_lobby_creation; + settings_server->disable_lobby_creation = disable_lobby_creation; + settings_client->build_id = build_id; + settings_server->build_id = build_id; { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "DLC.txt"; - std::ifstream input( dlc_config_path ); + std::ifstream input( utf8_decode(dlc_config_path) ); if (input.is_open()) { consume_bom(input); settings_client->unlockAllDLC(false); @@ -349,7 +362,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "app_paths.txt"; - std::ifstream input( dlc_config_path ); + std::ifstream input( utf8_decode(dlc_config_path) ); if (input.is_open()) { consume_bom(input); @@ -384,7 +397,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "leaderboards.txt"; - std::ifstream input( dlc_config_path ); + std::ifstream input( utf8_decode(dlc_config_path) ); if (input.is_open()) { consume_bom(input); settings_client->setCreateUnknownLeaderboards(false); @@ -426,7 +439,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string stats_config_path = Local_Storage::get_game_settings_path() + "stats.txt"; - std::ifstream input( stats_config_path ); + std::ifstream input( utf8_decode(stats_config_path) ); if (input.is_open()) { consume_bom(input); for( std::string line; getline( input, line ); ) { @@ -491,7 +504,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string depots_config_path = Local_Storage::get_game_settings_path() + "depots.txt"; - std::ifstream input( depots_config_path ); + std::ifstream input( utf8_decode(depots_config_path) ); if (input.is_open()) { consume_bom(input); for( std::string line; getline( input, line ); ) { @@ -503,17 +516,19 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s line.pop_back(); } - DepotId_t depot_id = stoul(line); - settings_client->depots.push_back(depot_id); - settings_server->depots.push_back(depot_id); - PRINT_DEBUG("Added depot %u\n", depot_id); + try { + DepotId_t depot_id = std::stoul(line); + settings_client->depots.push_back(depot_id); + settings_server->depots.push_back(depot_id); + PRINT_DEBUG("Added depot %u\n", depot_id); + } catch (...) {} } } } { std::string depots_config_path = Local_Storage::get_game_settings_path() + "subscribed_groups.txt"; - std::ifstream input( depots_config_path ); + std::ifstream input( utf8_decode(depots_config_path) ); if (input.is_open()) { consume_bom(input); for( std::string line; getline( input, line ); ) { @@ -525,10 +540,12 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s line.pop_back(); } - uint64 source_id = stoull(line); - settings_client->subscribed_groups.insert(source_id); - settings_server->subscribed_groups.insert(source_id); - PRINT_DEBUG("Added source %llu\n", source_id); + try { + uint64 source_id = std::stoull(line); + settings_client->subscribed_groups.insert(source_id); + settings_server->subscribed_groups.insert(source_id); + PRINT_DEBUG("Added source %llu\n", source_id); + } catch (...) {} } } } @@ -553,4 +570,4 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s *local_storage_out = local_storage; return appid; -} \ No newline at end of file +} diff --git a/Evolve_goldberg/dll/steam_apps.cpp b/Evolve_goldberg/dll/steam_apps.cpp index b801685..2b154fd 100644 --- a/Evolve_goldberg/dll/steam_apps.cpp +++ b/Evolve_goldberg/dll/steam_apps.cpp @@ -16,6 +16,7 @@ . */ #include "steam_apps.h" +#include "../sha/sha1.hpp" Steam_Apps::Steam_Apps(Settings *settings, class SteamCallResults *callback_results) { @@ -57,7 +58,7 @@ const char *Steam_Apps::GetAvailableGameLanguages() { PRINT_DEBUG("GetAvailableGameLanguages\n"); //TODO? - return ""; + return settings->get_language(); } @@ -201,6 +202,7 @@ uint32 Steam_Apps::GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots uint32 Steam_Apps::GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) { PRINT_DEBUG("GetAppInstallDir %u %p %u\n", appID, pchFolder, cchFolderBufferSize); + std::lock_guard lock(global_mutex); //TODO return real path instead of dll path std::string installed_path = settings->getAppInstallPath(appID); @@ -262,7 +264,7 @@ bool Steam_Apps::GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloa int Steam_Apps::GetAppBuildId() { PRINT_DEBUG("GetAppBuildId\n"); - return 10; + return this->settings->build_id; } @@ -279,8 +281,23 @@ void Steam_Apps::RequestAllProofOfPurchaseKeys() STEAM_CALL_RESULT( FileDetailsResult_t ) SteamAPICall_t Steam_Apps::GetFileDetails( const char* pszFileName ) { - PRINT_DEBUG("GetFileDetails\n"); - return 0; + PRINT_DEBUG("GetFileDetails %s\n", pszFileName); + FileDetailsResult_t data = {}; + //TODO? this function should only return found if file is actually part of the steam depots + if (file_exists_(pszFileName)) { + data.m_eResult = k_EResultOK; // + std::ifstream stream(utf8_decode(pszFileName), std::ios::binary); + SHA1 checksum; + checksum.update(stream); + checksum.final().copy((char *)data.m_FileSHA, sizeof(data.m_FileSHA)); + data.m_ulFileSize = file_size_(pszFileName); + //TODO data.m_unFlags; 0 is file //TODO: check if 64 is folder + } else { + data.m_eResult = k_EResultFileNotFound; + } + + std::lock_guard lock(global_mutex); + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // Get command line if game was launched via Steam URL, e.g. steam://run////. diff --git a/Evolve_goldberg/dll/steam_client.cpp b/Evolve_goldberg/dll/steam_client.cpp index 0ce6324..ed523bf 100644 --- a/Evolve_goldberg/dll/steam_client.cpp +++ b/Evolve_goldberg/dll/steam_client.cpp @@ -109,6 +109,8 @@ Steam_Client::Steam_Client() steam_gameserver_game_coordinator = new Steam_Game_Coordinator(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); steam_masterserver_updater = new Steam_Masterserver_Updater(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); + gameserver_has_ipv6_functions = false; + last_cb_run = 0; PRINT_DEBUG("client init end\n"); } @@ -302,9 +304,13 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte return (ISteamGameServer *)(void *)(ISteamGameServer011 *)steam_gameserver; } else if (strcmp(pchVersion, "SteamGameServer012") == 0) { return (ISteamGameServer *)(void *)(ISteamGameServer012 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer013") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer013 *)steam_gameserver; } else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) { + gameserver_has_ipv6_functions = true; return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver; } else { + gameserver_has_ipv6_functions = true; return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver; } @@ -477,8 +483,10 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe return (void *)(ISteamNetworkingSocketsSerialized003 *)steam_networking_sockets_serialized_temp; } else if (strcmp(pchVersion, "SteamNetworkingSocketsSerialized004") == 0) { return (void *)(ISteamNetworkingSocketsSerialized004 *)steam_networking_sockets_serialized_temp; + } else if (strcmp(pchVersion, "SteamNetworkingSocketsSerialized005") == 0) { + return (void *)(ISteamNetworkingSocketsSerialized005 *)steam_networking_sockets_serialized_temp; } else { - return (void *)(ISteamNetworkingSocketsSerialized004 *)steam_networking_sockets_serialized_temp; + return (void *)(ISteamNetworkingSocketsSerialized005 *)steam_networking_sockets_serialized_temp; } } else if (strstr(pchVersion, "SteamNetworkingSockets") == pchVersion) { Steam_Networking_Sockets *steam_networking_sockets_temp; @@ -500,6 +508,8 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe return (void *)(ISteamNetworkingSockets006 *) steam_networking_sockets_temp; } else if (strcmp(pchVersion, "SteamNetworkingSockets008") == 0) { return (void *)(ISteamNetworkingSockets008 *) steam_networking_sockets_temp; + } else if (strcmp(pchVersion, "SteamNetworkingSockets009") == 0) { + return (void *)(ISteamNetworkingSockets009 *) steam_networking_sockets_temp; } else { return (void *)(ISteamNetworkingSockets *) steam_networking_sockets_temp; } @@ -742,6 +752,8 @@ ISteamRemoteStorage *Steam_Client::GetISteamRemoteStorage( HSteamUser hSteamuser return (ISteamRemoteStorage *)(void *)(ISteamRemoteStorage012 *)steam_remote_storage; } else if (strcmp(pchVersion, "STEAMREMOTESTORAGE_INTERFACE_VERSION013") == 0) { return (ISteamRemoteStorage *)(void *)(ISteamRemoteStorage013 *)steam_remote_storage; + } else if (strcmp(pchVersion, "STEAMREMOTESTORAGE_INTERFACE_VERSION014") == 0) { + return (ISteamRemoteStorage *)(void *)(ISteamRemoteStorage014 *)steam_remote_storage; } else if (strcmp(pchVersion, STEAMREMOTESTORAGE_INTERFACE_VERSION) == 0) { return (ISteamRemoteStorage *)(void *)(ISteamRemoteStorage *)steam_remote_storage; } else { @@ -790,9 +802,14 @@ bool Steam_Client::BShutdownIfAllPipesClosed() { PRINT_DEBUG("BShutdownIfAllPipesClosed\n"); if (!steam_pipes.size()) { - if (background_keepalive.joinable()) { + bool joinable = background_keepalive.joinable(); + if (joinable) { kill_background_thread = true; kill_background_thread_cv.notify_one(); + } + + steam_controller->Shutdown(); + if (joinable) { background_keepalive.join(); } @@ -808,11 +825,25 @@ ISteamHTTP *Steam_Client::GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hStea { PRINT_DEBUG("GetISteamHTTP %s\n", pchVersion); if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; + Steam_HTTP *steam_http_temp; + if (steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { - return steam_gameserver_http; + steam_http_temp = steam_gameserver_http; + } else { + steam_http_temp = steam_http; + } + + if (strcmp(pchVersion, "STEAMHTTP_INTERFACE_VERSION001") == 0) { + return (ISteamHTTP *)(void *)(ISteamHTTP001 *)steam_http_temp; + } else if (strcmp(pchVersion, "STEAMHTTP_INTERFACE_VERSION002") == 0) { + return (ISteamHTTP *)(void *)(ISteamHTTP002 *)steam_http_temp; + } else if (strcmp(pchVersion, STEAMHTTP_INTERFACE_VERSION) == 0) { + return (ISteamHTTP *)(void *)(ISteamHTTP *)steam_http_temp; + } else { + return (ISteamHTTP *)(void *)(ISteamHTTP *)steam_http_temp; } - return steam_http; + return steam_http_temp; } // Deprecated - the ISteamUnifiedMessages interface is no longer intended for public consumption. @@ -1063,6 +1094,8 @@ ISteamInput *Steam_Client::GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSt if (strcmp(pchVersion, "SteamInput001") == 0) { return (ISteamInput *)(void *)(ISteamInput001 *)steam_controller; + } else if (strcmp(pchVersion, "SteamInput002") == 0) { + return (ISteamInput *)(void *)(ISteamInput002 *)steam_controller; } else if (strcmp(pchVersion, STEAMINPUT_INTERFACE_VERSION) == 0) { return (ISteamInput *)(void *)(ISteamInput *)steam_controller; } else { diff --git a/Evolve_goldberg/dll/steam_client.h b/Evolve_goldberg/dll/steam_client.h index b46285e..d00cb6a 100644 --- a/Evolve_goldberg/dll/steam_client.h +++ b/Evolve_goldberg/dll/steam_client.h @@ -139,6 +139,8 @@ public ISteamClient unsigned steam_pipe_counter = 1; std::map steam_pipes; + bool gameserver_has_ipv6_functions; + Steam_Client(); ~Steam_Client(); // Creates a communication pipe to the Steam client. diff --git a/Evolve_goldberg/dll/steam_controller.h b/Evolve_goldberg/dll/steam_controller.h index 741ce18..f763b71 100644 --- a/Evolve_goldberg/dll/steam_controller.h +++ b/Evolve_goldberg/dll/steam_controller.h @@ -63,6 +63,19 @@ struct Controller_Action { } }; + +struct Rumble_Thread_Data { + std::condition_variable rumble_thread_cv; + std::atomic_bool kill_rumble_thread; + std::mutex rumble_mutex; + + struct Rumble_Data { + unsigned short left, right, last_left, last_right; + unsigned int rumble_length_ms; + bool new_data; + } data[GAMEPAD_COUNT]; +}; + enum EXTRA_GAMEPAD_BUTTONS { BUTTON_LTRIGGER = BUTTON_COUNT + 1, BUTTON_RTRIGGER = BUTTON_COUNT + 2, @@ -77,6 +90,7 @@ enum EXTRA_GAMEPAD_BUTTONS { }; #define JOY_ID_START 10 +#define STICK_DPAD 3 class Steam_Controller : public ISteamController001, @@ -87,6 +101,7 @@ public ISteamController006, public ISteamController007, public ISteamController, public ISteamInput001, +public ISteamInput002, public ISteamInput { class Settings *settings; @@ -126,6 +141,7 @@ public ISteamInput {"RTRIGGER", TRIGGER_RIGHT}, {"LJOY", STICK_LEFT + JOY_ID_START}, {"RJOY", STICK_RIGHT + JOY_ID_START}, + {"DPAD", STICK_DPAD + JOY_ID_START}, }; std::map analog_input_modes = { @@ -144,8 +160,12 @@ public ISteamInput std::map steaminput_glyphs; std::map steamcontroller_glyphs; + std::thread background_rumble_thread; + Rumble_Thread_Data *rumble_thread_data; + bool disabled; bool initialized; + bool explicitly_call_run_frame; void set_handles(std::map, std::string>>> action_sets) { uint64 handle_num = 1; @@ -208,6 +228,66 @@ public ISteamInput public: +static void background_rumble(Rumble_Thread_Data *data) +{ + std::mutex mtx; + std::unique_lock lck(mtx); + bool rumbled = false; + while (true) { + bool new_data = false; + if (rumbled) { + std::this_thread::sleep_for(std::chrono::milliseconds(20)); + data->rumble_mutex.lock(); + for (int i = 0; i < GAMEPAD_COUNT; ++i) { + if (data->data[i].new_data) { + new_data = true; + break; + } + } + data->rumble_mutex.unlock(); + + if (data->kill_rumble_thread) { + return; + } + } + + bool x = new_data || data->rumble_thread_cv.wait_for(lck, std::chrono::milliseconds(100)) != std::cv_status::timeout; + if (data->kill_rumble_thread) { + return; + } + + rumbled = false; + while (true) { + unsigned short left, right; + unsigned int rumble_length_ms; + int gamepad = -1; + data->rumble_mutex.lock(); + for (int i = 0; i < GAMEPAD_COUNT; ++i) { + if (data->data[i].new_data) { + left = data->data[i].left; + right = data->data[i].right; + rumble_length_ms = data->data[i].rumble_length_ms; + data->data[i].new_data = false; + if (data->data[i].last_left != left || data->data[i].last_right != right) { + gamepad = i; + data->data[i].last_left = left; + data->data[i].last_right = right; + break; + } + } + } + + data->rumble_mutex.unlock(); + if (gamepad == -1) { + break; + } + + GamepadSetRumble((GAMEPAD_DEVICE)gamepad, ((double)left) / 65535.0, ((double)right) / 65535.0, rumble_length_ms); + rumbled = true; + } + } +} + static void steam_run_every_runcb(void *object) { PRINT_DEBUG("steam_controller_run_every_runcb\n"); @@ -233,15 +313,16 @@ Steam_Controller(class Settings *settings, class SteamCallResults *callback_resu ~Steam_Controller() { //TODO rm network callbacks + //TODO rumble thread this->run_every_runcb->remove(&Steam_Controller::steam_run_every_runcb, this); } // Init and Shutdown must be called when starting/ending use of this interface -bool Init() +bool Init(bool bExplicitlyCallRunFrame) { - PRINT_DEBUG("Steam_Controller::Init()\n"); + PRINT_DEBUG("Steam_Controller::Init() %u\n", bExplicitlyCallRunFrame); std::lock_guard lock(global_mutex); - if (disabled) { + if (disabled || initialized) { return true; } @@ -259,7 +340,11 @@ bool Init() controllers.insert(std::pair(i, cont_action)); } + rumble_thread_data = new Rumble_Thread_Data(); + background_rumble_thread = std::thread(background_rumble, rumble_thread_data); + initialized = true; + explicitly_call_run_frame = bExplicitlyCallRunFrame; return true; } @@ -269,15 +354,26 @@ bool Init( const char *pchAbsolutePathToControllerConfigVDF ) return Init(); } +bool Init() +{ + return Init(true); +} + bool Shutdown() { PRINT_DEBUG("Steam_Controller::Shutdown()\n"); std::lock_guard lock(global_mutex); - if (disabled) { + if (disabled || !initialized) { return true; } + controllers = std::map(); + rumble_thread_data->kill_rumble_thread = true; + rumble_thread_data->rumble_thread_cv.notify_one(); + background_rumble_thread.join(); + delete rumble_thread_data; GamepadShutdown(); + initialized = false; return true; } @@ -286,10 +382,57 @@ void SetOverrideMode( const char *pchMode ) PRINT_DEBUG("Steam_Controller::SetOverrideMode\n"); } +// Set the absolute path to the Input Action Manifest file containing the in-game actions +// and file paths to the official configurations. Used in games that bundle Steam Input +// configurations inside of the game depot instead of using the Steam Workshop +bool SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return false; +} + +bool BWaitForData( bool bWaitForever, uint32 unTimeout ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return false; +} + +// Returns true if new data has been received since the last time action data was accessed +// via GetDigitalActionData or GetAnalogActionData. The game will still need to call +// SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream +bool BNewDataAvailable() +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return false; +} + +// Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks. +// Each controller that is already connected will generate a device connected +// callback when you enable them +void EnableDeviceCallbacks() +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return; +} + +// Enable SteamInputActionEvent_t callbacks. Directly calls your callback function +// for lower latency than standard Steam callbacks. Supports one callback at a time. +// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks +void EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return; +} + // Synchronize API state with the latest Steam Controller inputs available. This // is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest // possible latency, you call this directly before reading controller state. -void RunFrame() +void RunFrame(bool bReservedValue) { PRINT_DEBUG("Steam_Controller::RunFrame()\n"); if (disabled || !initialized) { @@ -299,6 +442,11 @@ void RunFrame() GamepadUpdate(); } +void RunFrame() +{ + RunFrame(true); +} + bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState ) { PRINT_DEBUG("Steam_Controller::GetControllerState()\n"); @@ -348,6 +496,7 @@ ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) auto set_handle = action_handles.find(upper_action_name); if (set_handle == action_handles.end()) return 0; + PRINT_DEBUG("Steam_Controller::GetActionSetHandle %s ret %llu\n", pszActionSetName, set_handle->second); return set_handle->second; } @@ -415,6 +564,7 @@ ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionNam auto handle = digital_action_handles.find(upper_action_name); if (handle == digital_action_handles.end()) return 0; + PRINT_DEBUG("Steam_Controller::GetDigitalActionHandle %s ret %llu\n", pszActionName, handle->second); return handle->second; } @@ -596,6 +746,14 @@ int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t a return count; } +// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle +const char *GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return "Button String"; +} + // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) { @@ -615,6 +773,8 @@ ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) { PRINT_DEBUG("Steam_Controller::GetAnalogActionData %llu %llu\n", controllerHandle, analogActionHandle); + GAMEPAD_DEVICE device = (GAMEPAD_DEVICE)(controllerHandle - 1); + ControllerAnalogActionData_t data; data.eMode = k_EInputSourceMode_None; data.x = data.y = 0; @@ -632,12 +792,24 @@ ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerH for (auto a : analog.first) { if (a >= JOY_ID_START) { int joystick_id = a - JOY_ID_START; - GamepadStickNormXY((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id, &data.x, &data.y); - float length = GamepadStickLength((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id); - data.x = data.x * length; - data.y = data.y * length; + if (joystick_id == STICK_DPAD) { + int mov_y = (int)GamepadButtonDown(device, BUTTON_DPAD_UP) - (int)GamepadButtonDown(device, BUTTON_DPAD_DOWN); + int mov_x = (int)GamepadButtonDown(device, BUTTON_DPAD_RIGHT) - (int)GamepadButtonDown(device, BUTTON_DPAD_LEFT); + if (mov_y || mov_x) { + data.x = mov_x; + data.y = mov_y; + double length = 1.0 / std::sqrt(data.x * data.x + data.y * data.y); + data.x = data.x * length; + data.y = data.y * length; + } + } else { + GamepadStickNormXY(device, (GAMEPAD_STICK) joystick_id, &data.x, &data.y); + float length = GamepadStickLength(device, (GAMEPAD_STICK) joystick_id); + data.x = data.x * length; + data.y = data.y * length; + } } else { - data.x = GamepadTriggerLength((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_TRIGGER) a); + data.x = GamepadTriggerLength(device, (GAMEPAD_TRIGGER) a); } if (data.x || data.y) { @@ -690,6 +862,9 @@ int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t ac case STICK_RIGHT + JOY_ID_START: originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_Move; break; + case STICK_DPAD + JOY_ID_START: + originsOut[count] = k_EInputActionOrigin_XBox360_DPad_Move; + break; default: originsOut[count] = k_EInputActionOrigin_None; break; @@ -717,6 +892,13 @@ void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPa PRINT_DEBUG("Steam_Controller::TriggerHapticPulse\n"); } +// Trigger a haptic pulse on a controller +void Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + TriggerHapticPulse(inputHandle, eTargetPad, usDurationMicroSec ); +} + void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) { PRINT_DEBUG("Steam_Controller::TriggerHapticPulse old\n"); @@ -730,6 +912,18 @@ void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamCont PRINT_DEBUG("Steam_Controller::TriggerRepeatedHapticPulse\n"); } +void Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); +} + + +// Send a haptic pulse, works on Steam Deck and Steam Controller devices +void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); +} // Tigger a vibration event on supported controllers. void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) @@ -743,9 +937,25 @@ void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLef //FIXME: shadow of the tomb raider on linux doesn't seem to turn off the rumble so I made it expire after 100ms. Need to check if this is how linux steam actually behaves. rumble_length_ms = 100; #endif - GamepadSetRumble((GAMEPAD_DEVICE)(controllerHandle - 1), ((double)usLeftSpeed) / 65535.0, ((double)usRightSpeed) / 65535.0, rumble_length_ms); + + unsigned gamepad_device = (controllerHandle - 1); + if (gamepad_device > GAMEPAD_COUNT) return; + rumble_thread_data->rumble_mutex.lock(); + rumble_thread_data->data[gamepad_device].new_data = true; + rumble_thread_data->data[gamepad_device].left = usLeftSpeed; + rumble_thread_data->data[gamepad_device].right = usRightSpeed; + rumble_thread_data->data[gamepad_device].rumble_length_ms = rumble_length_ms; + rumble_thread_data->rumble_mutex.unlock(); + rumble_thread_data->rumble_thread_cv.notify_one(); } +// Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers +void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + TriggerVibration(inputHandle, usLeftSpeed, usRightSpeed); + //TODO trigger impulse rumbles +} // Set the controller LED color on supported controllers. void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) @@ -813,6 +1023,13 @@ const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) return "Button String"; } +// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle +const char *GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return "Button String"; +} // Get a local path to art for on-screen glyph for a particular origin const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) @@ -899,6 +1116,29 @@ const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) return glyph->second.c_str(); } +// Get a local path to a PNG file for the provided origin's glyph. +const char *GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return ""; +} + +// Get a local path to a SVG file for the provided origin's glyph. +const char *GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return ""; +} + +// Get a local path to an older, Big Picture Mode-style PNG file for a particular origin +const char *GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return GetGlyphForActionOrigin(eOrigin); +} + // Returns the input type for a particular handle ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) { @@ -962,9 +1202,19 @@ uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) return 0; } +// Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.? +// Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration +uint16 GetSessionInputConfigurationSettings() +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + return 0; +} + void RunCallbacks() { - RunFrame(); + if (explicitly_call_run_frame) { + RunFrame(); + } } }; diff --git a/Evolve_goldberg/dll/steam_gameserver.cpp b/Evolve_goldberg/dll/steam_gameserver.cpp index 6735456..54b80b1 100644 --- a/Evolve_goldberg/dll/steam_gameserver.cpp +++ b/Evolve_goldberg/dll/steam_gameserver.cpp @@ -559,6 +559,12 @@ SteamIPAddress_t Steam_GameServer::GetPublicIP() return ip; } +void Steam_GameServer::GetPublicIP_fix(SteamIPAddress_t *out) +{ + PRINT_DEBUG("GetPublicIP_fix\n"); + if (out) *out = GetPublicIP(); +} + // These are in GameSocketShare mode, where instead of ISteamGameServer creating its own // socket to talk to the master server on, it lets the game use its socket to forward messages // back and forth. This prevents us from requiring server ops to open up yet another port @@ -612,6 +618,19 @@ void Steam_GameServer::EnableHeartbeats( bool bActive ) PRINT_DEBUG("EnableHeartbeats\n"); } +/// Indicate whether you wish to be listed on the master server list +/// and/or respond to server browser / LAN discovery packets. +/// The server starts with this value set to false. You should set all +/// relevant server parameters before enabling advertisement on the server. +/// +/// (This function used to be named EnableHeartbeats, so if you are wondering +/// where that function went, it's right here. It does the same thing as before, +/// the old name was just confusing.) +void Steam_GameServer::SetAdvertiseServerActive( bool bActive ) +{ + PRINT_DEBUG("SetAdvertiseServerActive\n"); + EnableHeartbeats(bActive); +} // You usually don't need to modify this. // Pass -1 to use the default value for iHeartbeatInterval. @@ -621,6 +640,11 @@ void Steam_GameServer::SetHeartbeatInterval( int iHeartbeatInterval ) PRINT_DEBUG("SetHeartbeatInterval\n"); } +void Steam_GameServer::SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) +{ + PRINT_DEBUG("SetMasterServerHeartbeatInterval_DEPRECATED\n"); +} + // Force a heartbeat to steam at the next opportunity void Steam_GameServer::ForceHeartbeat() @@ -628,6 +652,11 @@ void Steam_GameServer::ForceHeartbeat() PRINT_DEBUG("ForceHeartbeat\n"); } +void Steam_GameServer::ForceMasterServerHeartbeat_DEPRECATED() +{ + PRINT_DEBUG("ForceMasterServerHeartbeat_DEPRECATED\n"); +} + // associate this game server with this clan for the purposes of computing player compat STEAM_CALL_RESULT( AssociateWithClanResult_t ) diff --git a/Evolve_goldberg/dll/steam_gameserver.h b/Evolve_goldberg/dll/steam_gameserver.h index cc11682..7268d30 100644 --- a/Evolve_goldberg/dll/steam_gameserver.h +++ b/Evolve_goldberg/dll/steam_gameserver.h @@ -35,6 +35,7 @@ public ISteamGameServer009, public ISteamGameServer010, public ISteamGameServer011, public ISteamGameServer012, +public ISteamGameServer013, public ISteamGameServer { class Settings *settings; @@ -278,6 +279,7 @@ public ISteamGameServer // connect to uint32 GetPublicIP_old(); SteamIPAddress_t GetPublicIP(); + void GetPublicIP_fix(SteamIPAddress_t *out); // These are in GameSocketShare mode, where instead of ISteamGameServer creating its own // socket to talk to the master server on, it lets the game use its socket to forward messages @@ -310,6 +312,16 @@ public ISteamGameServer // you want it to be active (default: off). void EnableHeartbeats( bool bActive ); + /// Indicate whether you wish to be listed on the master server list + /// and/or respond to server browser / LAN discovery packets. + /// The server starts with this value set to false. You should set all + /// relevant server parameters before enabling advertisement on the server. + /// + /// (This function used to be named EnableHeartbeats, so if you are wondering + /// where that function went, it's right here. It does the same thing as before, + /// the old name was just confusing.) + void SetAdvertiseServerActive( bool bActive ); + // You usually don't need to modify this. // Pass -1 to use the default value for iHeartbeatInterval. // Some mods change this. @@ -318,6 +330,9 @@ public ISteamGameServer // Force a heartbeat to steam at the next opportunity void ForceHeartbeat(); + void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ); + void ForceMasterServerHeartbeat_DEPRECATED(); + // associate this game server with this clan for the purposes of computing player compat STEAM_CALL_RESULT( AssociateWithClanResult_t ) SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ); diff --git a/Evolve_goldberg/dll/steam_http.h b/Evolve_goldberg/dll/steam_http.h index 3ab862b..7e33f2c 100644 --- a/Evolve_goldberg/dll/steam_http.h +++ b/Evolve_goldberg/dll/steam_http.h @@ -25,7 +25,10 @@ struct Steam_Http_Request { std::string response; }; -class Steam_HTTP : public ISteamHTTP +class Steam_HTTP : +public ISteamHTTP001, +public ISteamHTTP002, +public ISteamHTTP { class Settings *settings; class Networking *network; diff --git a/Evolve_goldberg/dll/steam_inventory.h b/Evolve_goldberg/dll/steam_inventory.h index df98fba..81602ea 100644 --- a/Evolve_goldberg/dll/steam_inventory.h +++ b/Evolve_goldberg/dll/steam_inventory.h @@ -623,7 +623,10 @@ bool GetItemDefinitionIDs( PRINT_DEBUG("array_size %u\n", *punItemDefIDsArraySize); - if (pItemDefIDs == nullptr) + if (!item_definitions_loaded) + return false; + + if (pItemDefIDs == nullptr || *punItemDefIDsArraySize == 0) { *punItemDefIDsArraySize = defined_items.size(); return true; diff --git a/Evolve_goldberg/dll/steam_matchmaking.h b/Evolve_goldberg/dll/steam_matchmaking.h index 695d49c..e846e82 100644 --- a/Evolve_goldberg/dll/steam_matchmaking.h +++ b/Evolve_goldberg/dll/steam_matchmaking.h @@ -559,23 +559,35 @@ void Create_pending_lobbies() enter_lobby(&lobby, settings->get_local_steam_id()); lobbies.push_back(lobby); - LobbyCreated_t data; - data.m_eResult = k_EResultOK; - data.m_ulSteamIDLobby = lobby.room_id(); - callback_results->addCallResult(p_c->api_id, data.k_iCallback, &data, sizeof(data)); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - - { - LobbyEnter_t data; + if (settings->disable_lobby_creation) { + LobbyCreated_t data; + data.m_eResult = k_EResultFail; + data.m_ulSteamIDLobby = 0; + callback_results->addCallResult(p_c->api_id, data.k_iCallback, &data, sizeof(data)); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } else { + LobbyCreated_t data; + data.m_eResult = k_EResultOK; data.m_ulSteamIDLobby = lobby.room_id(); - data.m_rgfChatPermissions = 0; //Unused - Always 0 - data.m_bLocked = false; - data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess; + callback_results->addCallResult(p_c->api_id, data.k_iCallback, &data, sizeof(data)); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + { + LobbyEnter_t data; + data.m_ulSteamIDLobby = lobby.room_id(); + data.m_rgfChatPermissions = 0; //Unused - Always 0 + if (p_c->eLobbyType == k_ELobbyTypePrivate) + data.m_bLocked = true; + else + data.m_bLocked = false; + data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + + on_self_enter_leave_lobby(lobby_id, p_c->eLobbyType, false); + trigger_lobby_dataupdate(lobby_id, lobby_id, true); } - on_self_enter_leave_lobby(lobby_id, p_c->eLobbyType, false); - trigger_lobby_dataupdate(lobby_id, lobby_id, true); p_c = pending_creates.erase(p_c); } else { ++p_c; @@ -993,6 +1005,7 @@ void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 un lobby->mutable_gameserver()->set_id(steamIDGameServer.ConvertToUint64()); lobby->mutable_gameserver()->set_ip(unGameServerIP); lobby->mutable_gameserver()->set_port(unGameServerPort); + lobby->mutable_gameserver()->set_num_update(lobby->gameserver().num_update() + 1); send_gameservercreated_cb(lobby->room_id(), lobby->gameserver().id(), lobby->gameserver().ip(), lobby->gameserver().port()); trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true); @@ -1385,7 +1398,7 @@ void Callback(Common_Message *msg) } } - if (((joined) || (we_are_in_lobby && !protobuf_message_equal(lobby->gameserver(), msg->lobby().gameserver()))) && (CSteamID((uint64)msg->lobby().gameserver().id()).IsValid() || msg->lobby().gameserver().ip())) { + if ((joined && msg->lobby().gameserver().num_update()) || (we_are_in_lobby && (lobby->gameserver().num_update() != msg->lobby().gameserver().num_update()))) { send_gameservercreated_cb(lobby->room_id(), msg->lobby().gameserver().id(), msg->lobby().gameserver().ip(), msg->lobby().gameserver().port()); trigger_lobby_dataupdate((uint64)lobby->room_id(), (uint64)lobby->room_id(), true); } diff --git a/Evolve_goldberg/dll/steam_networking_sockets.h b/Evolve_goldberg/dll/steam_networking_sockets.h index 0ecd271..a0ba19c 100644 --- a/Evolve_goldberg/dll/steam_networking_sockets.h +++ b/Evolve_goldberg/dll/steam_networking_sockets.h @@ -21,6 +21,7 @@ struct Listen_Socket { HSteamListenSocket socket_id; int virtual_port; + int real_port; }; enum connect_socket_status { @@ -34,6 +35,7 @@ enum connect_socket_status { struct Connect_Socket { int virtual_port; + int real_port; SteamNetworkingIdentity remote_identity; HSteamNetConnection remote_id; @@ -56,6 +58,7 @@ public ISteamNetworkingSockets003, public ISteamNetworkingSockets004, public ISteamNetworkingSockets006, public ISteamNetworkingSockets008, +public ISteamNetworkingSockets009, public ISteamNetworkingSockets { class Settings *settings; @@ -69,6 +72,8 @@ public ISteamNetworkingSockets std::map> poll_groups; std::chrono::steady_clock::time_point created; + static const int SNS_DISABLED_PORT = -1; + public: static void steam_callback(void *object, Common_Message *msg) { @@ -114,7 +119,7 @@ static unsigned long get_socket_id() return socket_id; } -HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort) +HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort, int real_port) { HSteamListenSocket socket_id = get_socket_id(); if (socket_id == k_HSteamListenSocket_Invalid) ++socket_id; @@ -125,6 +130,7 @@ HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort) struct Listen_Socket listen_socket; listen_socket.socket_id = socket_id; listen_socket.virtual_port = nSteamConnectVirtualPort; + listen_socket.real_port = real_port; listen_sockets.push_back(listen_socket); return socket_id; } @@ -145,7 +151,6 @@ bool send_packet_new_connection(HSteamNetConnection m_hConn) Common_Message msg; msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); - msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); if (connect_socket->second.status == CONNECT_SOCKET_CONNECTING) { msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_REQUEST); @@ -153,17 +158,31 @@ bool send_packet_new_connection(HSteamNetConnection m_hConn) msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_ACCEPTED); } - msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port); msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first); msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id); - return network->sendTo(&msg, true); + + uint64_t steam_id = connect_socket->second.remote_identity.GetSteamID64(); + if (steam_id) { + msg.set_dest_id(steam_id); + return network->sendTo(&msg, true); + } + + const SteamNetworkingIPAddr *ip_addr = connect_socket->second.remote_identity.GetIPAddr(); + if (ip_addr) { + return network->sendToIPPort(&msg, ip_addr->GetIPv4(), ip_addr->m_port, true); + } + + return false; } -HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, int virtual_port, enum connect_socket_status status=CONNECT_SOCKET_CONNECTING, HSteamListenSocket listen_socket_id=k_HSteamListenSocket_Invalid, HSteamNetConnection remote_id=k_HSteamNetConnection_Invalid) +HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, int virtual_port, int real_port, enum connect_socket_status status=CONNECT_SOCKET_CONNECTING, HSteamListenSocket listen_socket_id=k_HSteamListenSocket_Invalid, HSteamNetConnection remote_id=k_HSteamNetConnection_Invalid) { Connect_Socket socket = {}; socket.remote_identity = remote_identity; socket.virtual_port = virtual_port; + socket.real_port = real_port; socket.listen_socket_id = listen_socket_id; socket.remote_id = remote_id; socket.status = status; @@ -237,7 +256,7 @@ HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocket %i %u %u\n", nSteamConnectVirtualPort, nIP, nPort); std::lock_guard lock(global_mutex); - return new_listen_socket(nSteamConnectVirtualPort); + return new_listen_socket(nSteamConnectVirtualPort, nPort); } /// Creates a "server" socket that listens for clients to connect to by @@ -257,19 +276,22 @@ HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old\n"); - return k_HSteamListenSocket_Invalid; + std::lock_guard lock(global_mutex); + return new_listen_socket(SNS_DISABLED_PORT, localAddress.m_port); } HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr *localAddress ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old1\n"); - return k_HSteamListenSocket_Invalid; + std::lock_guard lock(global_mutex); + return new_listen_socket(SNS_DISABLED_PORT, localAddress->m_port); } HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n"); - return k_HSteamListenSocket_Invalid; + std::lock_guard lock(global_mutex); + return new_listen_socket(SNS_DISABLED_PORT, localAddress.m_port); } /// Creates a connection and begins talking to a "server" over UDP at the @@ -293,19 +315,34 @@ HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddre HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old\n"); - return k_HSteamNetConnection_Invalid; + std::lock_guard lock(global_mutex); + SteamNetworkingIdentity ip_id; + ip_id.SetIPAddr(address); + HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address.m_port); + send_packet_new_connection(socket); + return socket; } HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old1\n"); - return k_HSteamNetConnection_Invalid; + std::lock_guard lock(global_mutex); + SteamNetworkingIdentity ip_id; + ip_id.SetIPAddr(*address); + HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address->m_port); + send_packet_new_connection(socket); + return socket; } HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n"); - return k_HSteamNetConnection_Invalid; + std::lock_guard lock(global_mutex); + SteamNetworkingIdentity ip_id; + ip_id.SetIPAddr(address); + HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address.m_port); + send_packet_new_connection(socket); + return socket; } /// Like CreateListenSocketIP, but clients will connect using ConnectP2P @@ -322,7 +359,7 @@ HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P old %i\n", nVirtualPort); std::lock_guard lock(global_mutex); - return new_listen_socket(nVirtualPort); + return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT); } HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) @@ -330,7 +367,7 @@ HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P %i\n", nVirtualPort); //TODO config options std::lock_guard lock(global_mutex); - return new_listen_socket(nVirtualPort); + return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT); } /// Begin connecting to a server that is identified using a platform-specific identifier. @@ -361,7 +398,7 @@ HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, i return k_HSteamNetConnection_Invalid; } - HSteamNetConnection socket = new_connect_socket(identityRemote, nVirtualPort); + HSteamNetConnection socket = new_connect_socket(identityRemote, nVirtualPort, SNS_DISABLED_PORT); send_packet_new_connection(socket); return socket; } @@ -487,7 +524,8 @@ bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDeb msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_END); - msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port); msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first); msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id); network->sendTo(&msg, true); @@ -665,7 +703,8 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); msg.mutable_networking_sockets()->set_type(Networking_Sockets::DATA); - msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port); msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first); msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id); msg.mutable_networking_sockets()->set_data(pData, cbData); @@ -844,17 +883,20 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pIn auto connect_socket = connect_sockets.find(hConn); if (connect_socket == connect_sockets.end()) return false; - memset(pInfo, 0, sizeof(SteamNetConnectionInfo_t)); pInfo->m_identityRemote = connect_socket->second.remote_identity; pInfo->m_nUserData = connect_socket->second.user_data; pInfo->m_hListenSocket = connect_socket->second.listen_socket_id; - //pInfo->m_addrRemote; //TODO + pInfo->m_addrRemote.Clear(); //TODO pInfo->m_idPOPRemote = 0; pInfo->m_idPOPRelay = 0; pInfo->m_eState = convert_status(connect_socket->second.status); pInfo->m_eEndReason = 0; //TODO pInfo->m_szEndDebug[0] = 0; sprintf(pInfo->m_szConnectionDescription, "%u", hConn); + + //Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t + //keep this in mind in future interface updates + return true; } @@ -916,13 +958,21 @@ bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickCo std::lock_guard lock(global_mutex); auto connect_socket = connect_sockets.find(hConn); if (connect_socket == connect_sockets.end()) return false; - memset(pStats, 0, sizeof(SteamNetworkingQuickConnectionStatus)); pStats->m_eState = convert_status(connect_socket->second.status); pStats->m_nPing = 10; //TODO: calculate real numbers? pStats->m_flConnectionQualityLocal = 1.0; pStats->m_flConnectionQualityRemote = 1.0; //TODO: rest + pStats->m_flOutPacketsPerSec = 0.0; + pStats->m_flOutBytesPerSec = 0.0; + pStats->m_flInPacketsPerSec = 0.0; + pStats->m_flInBytesPerSec = 0.0; + pStats->m_cbSentUnackedReliable = 0.0; + pStats->m_usecQueueTime = 0.0; + + //Note some games (volcanoids) might not allocate a struct the whole size of SteamNetworkingQuickConnectionStatus + //keep this in mind in future interface updates return true; } @@ -1021,8 +1071,8 @@ bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection SteamNetworkingIdentity remote_identity; remote_identity.SetSteamID(settings->get_local_steam_id()); - HSteamNetConnection con1 = new_connect_socket(remote_identity, 0, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, k_HSteamNetConnection_Invalid); - HSteamNetConnection con2 = new_connect_socket(remote_identity, 0, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, con1); + HSteamNetConnection con1 = new_connect_socket(remote_identity, 0, SNS_DISABLED_PORT, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, k_HSteamNetConnection_Invalid); + HSteamNetConnection con2 = new_connect_socket(remote_identity, 0, SNS_DISABLED_PORT, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, con1); connect_sockets[con1].remote_id = con2; *pOutConnection1 = con1; *pOutConnection2 = con2; @@ -1383,7 +1433,7 @@ HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort); std::lock_guard lock(global_mutex); - return new_listen_socket(nVirtualPort); + return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT); } /// Create a listen socket on the specified virtual port. The physical UDP port to use @@ -1400,7 +1450,7 @@ HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, in PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort); //TODO config options std::lock_guard lock(global_mutex); - return new_listen_socket(nVirtualPort); + return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT); } @@ -1670,19 +1720,29 @@ void Callback(Common_Message *msg) if (msg->has_networking_sockets()) { PRINT_DEBUG("Steam_Networking_Sockets: got network socket msg %u\n", msg->networking_sockets().type()); if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_REQUEST) { - int virtual_port = msg->networking_sockets().port(); + int virtual_port = msg->networking_sockets().virtual_port(); + int real_port = msg->networking_sockets().real_port(); + std::vector::iterator conn; + if (virtual_port == SNS_DISABLED_PORT) { + conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&real_port](struct Listen_Socket const& conn) { return conn.real_port == real_port;}); + } else { + conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&virtual_port](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port;}); + } - auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&virtual_port](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port;}); if (conn != listen_sockets.end()) { SteamNetworkingIdentity identity; identity.SetSteamID64(msg->source_id()); - HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from()); + HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, real_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from()); launch_callback(new_connection, CONNECT_SOCKET_NO_CONNECTION); } } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_ACCEPTED) { auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id()); if (connect_socket != connect_sockets.end()) { + if (connect_socket->second.remote_identity.GetSteamID64() == 0) { + connect_socket->second.remote_identity.SetSteamID64(msg->source_id()); + } + if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTING) { connect_socket->second.remote_id = msg->networking_sockets().connection_id_from(); connect_socket->second.status = CONNECT_SOCKET_CONNECTED; diff --git a/Evolve_goldberg/dll/steam_networking_socketsserialized.h b/Evolve_goldberg/dll/steam_networking_socketsserialized.h index 327d59b..8b55292 100644 --- a/Evolve_goldberg/dll/steam_networking_socketsserialized.h +++ b/Evolve_goldberg/dll/steam_networking_socketsserialized.h @@ -20,7 +20,8 @@ class Steam_Networking_Sockets_Serialized : public ISteamNetworkingSocketsSerialized002, public ISteamNetworkingSocketsSerialized003, -public ISteamNetworkingSocketsSerialized004 +public ISteamNetworkingSocketsSerialized004, +public ISteamNetworkingSocketsSerialized005 { class Settings *settings; class Networking *network; @@ -129,6 +130,12 @@ bool BAllowDirectConnectToPeer(SteamNetworkingIdentity const &identity) return true; } +int BeginAsyncRequestFakeIP(int a) +{ + PRINT_DEBUG("Steam_Networking_Sockets_Serialized::BeginAsyncRequestFakeIP\n"); + return true; +} + void RunCallbacks() { } diff --git a/Evolve_goldberg/dll/steam_networking_utils.h b/Evolve_goldberg/dll/steam_networking_utils.h index 0143f5f..4fcb8a2 100644 --- a/Evolve_goldberg/dll/steam_networking_utils.h +++ b/Evolve_goldberg/dll/steam_networking_utils.h @@ -30,6 +30,7 @@ public ISteamNetworkingUtils std::chrono::time_point initialized_time = std::chrono::steady_clock::now(); FSteamNetworkingSocketsDebugOutput debug_function; bool relay_initialized = false; + bool init_relay = false; public: static void steam_callback(void *object, Common_Message *msg) @@ -95,8 +96,19 @@ SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) bool InitializeRelayAccess() { PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n"); - relay_initialized = true; - return true; + init_relay = true; + return relay_initialized; +} + +SteamRelayNetworkStatus_t get_network_status() +{ + SteamRelayNetworkStatus_t data = {}; + data.m_eAvail = k_ESteamNetworkingAvailability_Current; + data.m_bPingMeasurementInProgress = 0; + data.m_eAvailAnyRelay = k_ESteamNetworkingAvailability_Current; + data.m_eAvailNetworkConfig = k_ESteamNetworkingAvailability_Current; + strcpy(data.m_debugMsg, "OK"); + return data; } /// Fetch current status of the relay network. @@ -115,11 +127,7 @@ ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *p //TODO: check if this is how real steam returns it SteamRelayNetworkStatus_t data = {}; if (relay_initialized) { - data.m_eAvail = k_ESteamNetworkingAvailability_Current; - data.m_bPingMeasurementInProgress = 0; - data.m_eAvailAnyRelay = k_ESteamNetworkingAvailability_Current; - data.m_eAvailNetworkConfig = k_ESteamNetworkingAvailability_Current; - strcpy(data.m_debugMsg, "OK"); + data = get_network_status(); } if (pDetails) { @@ -173,8 +181,8 @@ bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t bool CheckPingDataUpToDate( float flMaxAgeSeconds ) { PRINT_DEBUG("Steam_Networking_Utils::CheckPingDataUpToDate %f\n", flMaxAgeSeconds); - relay_initialized = true; - return true; + init_relay = true; + return relay_initialized; } @@ -628,6 +636,11 @@ bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, co void RunCallbacks() { + if (init_relay && !relay_initialized) { + relay_initialized = true; + SteamRelayNetworkStatus_t data = get_network_status(); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } } void Callback(Common_Message *msg) diff --git a/Evolve_goldberg/dll/steam_remote_storage.h b/Evolve_goldberg/dll/steam_remote_storage.h index 5aa6742..032bc5f 100644 --- a/Evolve_goldberg/dll/steam_remote_storage.h +++ b/Evolve_goldberg/dll/steam_remote_storage.h @@ -50,6 +50,7 @@ public ISteamRemoteStorage010, public ISteamRemoteStorage011, public ISteamRemoteStorage012, public ISteamRemoteStorage013, +public ISteamRemoteStorage014, public ISteamRemoteStorage { private: @@ -83,7 +84,7 @@ Steam_Remote_Storage(class Settings *settings, Local_Storage *local_storage, cla bool FileWrite( const char *pchFile, const void *pvData, int32 cubData ) { PRINT_DEBUG("Steam_Remote_Storage::FileWrite %s %u\n", pchFile, cubData); - if (!pchFile || cubData <= 0 || cubData > k_unMaxCloudFileChunkSize) { + if (!pchFile || cubData <= 0 || cubData > k_unMaxCloudFileChunkSize || !pvData) { return false; } @@ -96,6 +97,7 @@ bool FileWrite( const char *pchFile, const void *pvData, int32 cubData ) int32 FileRead( const char *pchFile, void *pvData, int32 cubDataToRead ) { PRINT_DEBUG("Steam_Remote_Storage::FileRead %s %i\n", pchFile, cubDataToRead); + if (!pchFile || !pvData || !cubDataToRead) return 0; std::lock_guard lock(global_mutex); int read_data = local_storage->get_data(Local_Storage::remote_storage_folder, pchFile, (char* )pvData, cubDataToRead); if (read_data < 0) read_data = 0; @@ -107,7 +109,7 @@ STEAM_CALL_RESULT( RemoteStorageFileWriteAsyncComplete_t ) SteamAPICall_t FileWriteAsync( const char *pchFile, const void *pvData, uint32 cubData ) { PRINT_DEBUG("Steam_Remote_Storage::FileWriteAsync\n"); - if (!pchFile || cubData > k_unMaxCloudFileChunkSize || cubData == 0) { + if (!pchFile || cubData > k_unMaxCloudFileChunkSize || cubData == 0 || !pvData) { return k_uAPICallInvalid; } @@ -124,6 +126,7 @@ STEAM_CALL_RESULT( RemoteStorageFileReadAsyncComplete_t ) SteamAPICall_t FileReadAsync( const char *pchFile, uint32 nOffset, uint32 cubToRead ) { PRINT_DEBUG("Steam_Remote_Storage::FileReadAsync\n"); + if (!pchFile) return k_uAPICallInvalid; std::lock_guard lock(global_mutex); unsigned int size = local_storage->file_size(Local_Storage::remote_storage_folder, pchFile); @@ -151,6 +154,7 @@ SteamAPICall_t FileReadAsync( const char *pchFile, uint32 nOffset, uint32 cubToR bool FileReadAsyncComplete( SteamAPICall_t hReadCall, void *pvBuffer, uint32 cubToRead ) { PRINT_DEBUG("Steam_Remote_Storage::FileReadAsyncComplete\n"); + if (!pvBuffer) return false; std::lock_guard lock(global_mutex); auto a_read = std::find_if(async_reads.begin(), async_reads.end(), [&hReadCall](Async_Read const& item) { return item.api_call == hReadCall; }); @@ -190,6 +194,7 @@ STEAM_CALL_RESULT( RemoteStorageFileShareResult_t ) SteamAPICall_t FileShare( const char *pchFile ) { PRINT_DEBUG("Steam_Remote_Storage::FileShare\n"); + if (!pchFile) return k_uAPICallInvalid; std::lock_guard lock(global_mutex); RemoteStorageFileShareResult_t data = {}; if (local_storage->file_exists(Local_Storage::remote_storage_folder, pchFile)) { @@ -757,4 +762,32 @@ SteamAPICall_t UGCDownloadToLocation( UGCHandle_t hContent, const char *pchLocat return 0; } +// Cloud dynamic state change notification +int32 GetLocalFileChangeCount() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; +} + +const char *GetLocalFileChange( int iFile, ERemoteStorageLocalFileChange *pEChangeType, ERemoteStorageFilePathType *pEFilePathType ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return ""; +} + +// Indicate to Steam the beginning / end of a set of local file +// operations - for example, writing a game save that requires updating two files. +bool BeginFileWriteBatch() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return true; +} + +bool EndFileWriteBatch() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return true; +} + + }; diff --git a/Evolve_goldberg/dll/steam_ugc.h b/Evolve_goldberg/dll/steam_ugc.h index 3786c36..28e4dba 100644 --- a/Evolve_goldberg/dll/steam_ugc.h +++ b/Evolve_goldberg/dll/steam_ugc.h @@ -203,6 +203,7 @@ bool GetQueryUGCTagDisplayName( UGCQueryHandle_t handle, uint32 index, uint32 in bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) { PRINT_DEBUG("Steam_UGC::GetQueryUGCPreviewURL\n"); + //TODO: escape simulator tries downloading this url and unsubscribes if it fails return false; } @@ -856,4 +857,20 @@ SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) return 0; } +// Show the app's latest Workshop EULA to the user in an overlay window, where they can accept it or not +bool ShowWorkshopEULA() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; +} + +// Retrieve information related to the user's acceptance or not of the app's specific Workshop EULA +STEAM_CALL_RESULT( WorkshopEULAStatus_t ) +SteamAPICall_t GetWorkshopEULAStatus() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; +} + + }; diff --git a/Evolve_goldberg/dll/steam_user_stats.h b/Evolve_goldberg/dll/steam_user_stats.h index ddfb14e..cbecf14 100644 --- a/Evolve_goldberg/dll/steam_user_stats.h +++ b/Evolve_goldberg/dll/steam_user_stats.h @@ -54,6 +54,10 @@ public ISteamUserStats nlohmann::json defined_achievements; nlohmann::json user_achievements; + std::vector sorted_achievement_names; + std::map stats_cache_int; + std::map stats_cache_float; + unsigned int find_leaderboard(std::string name) { @@ -66,6 +70,17 @@ unsigned int find_leaderboard(std::string name) return 0; } +nlohmann::detail::iter_impl defined_achievements_find(std::string key) +{ + return std::find_if(defined_achievements.begin(), defined_achievements.end(), [key](nlohmann::json& item) { + std::string name = static_cast(item["name"]); + return key.size() == name.size() && std::equal(name.begin(), name.end(), key.begin(), + [](char a, char b) { + return tolower(a) == tolower(b); + }); + }); +} + void load_achievements_db() { std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; @@ -98,12 +113,24 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa for (auto & it : defined_achievements) { try { std::string name = static_cast(it["name"]); + sorted_achievement_names.push_back(name); if (user_achievements.find(name) == user_achievements.end()) { user_achievements[name]["earned"] = false; user_achievements[name]["earned_time"] = static_cast(0); } } catch (...) {} + + try { + it["hidden"] = std::to_string(it["hidden"].get()); + } catch (...) {} } + + //TODO: not sure if the sort is actually case insensitive, ach names seem to be treated by steam as case insensitive so I assume they are. + //need to find a game with achievements of different case names to confirm + std::sort(sorted_achievement_names.begin(), sorted_achievement_names.end(), [](const std::string lhs, const std::string rhs){ + const auto result = std::mismatch(lhs.cbegin(), lhs.cend(), rhs.cbegin(), rhs.cend(), [](const unsigned char lhs, const unsigned char rhs){return std::tolower(lhs) == std::tolower(rhs);}); + return result.second != rhs.cend() && (result.first == lhs.cend() || std::tolower(*result.first) < std::tolower(*result.second));} + ); } // Ask the server to send down this user's data and achievements for this game @@ -176,8 +203,17 @@ bool SetStat( const char *pchName, int32 nData ) PRINT_DEBUG("SetStat int32 %s\n", pchName); if (!pchName) return false; std::lock_guard lock(global_mutex); + auto cached_stat = stats_cache_int.find(pchName); + if (cached_stat != stats_cache_int.end()) { + if (cached_stat->second == nData) return true; + } - return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData); + if (local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData)) { + stats_cache_int[pchName] = nData; + return true; + } + + return false; } bool SetStat( const char *pchName, float fData ) @@ -185,8 +221,17 @@ bool SetStat( const char *pchName, float fData ) PRINT_DEBUG("SetStat float %s\n", pchName); if (!pchName) return false; std::lock_guard lock(global_mutex); + auto cached_stat = stats_cache_float.find(pchName); + if (cached_stat != stats_cache_float.end()) { + if (cached_stat->second == fData) return true; + } + + if (local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData)) { + stats_cache_float[pchName] = fData; + return true; + } - return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData); + return false; } bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) @@ -223,10 +268,11 @@ bool GetAchievement( const char *pchName, bool *pbAchieved ) std::lock_guard lock(global_mutex); try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName]( nlohmann::json &item ) { - return item["name"].get() == pchName; - }); - auto ach = user_achievements.find(pchName); + auto it = defined_achievements_find(pchName); + if (it == defined_achievements.end()) return false; + std::string pch_name = it->value("name", std::string()); + + auto ach = user_achievements.find(pch_name); if (it != defined_achievements.end() && ach != user_achievements.end()) { if(pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; return true; @@ -245,13 +291,14 @@ bool SetAchievement( const char *pchName ) std::lock_guard lock(global_mutex); try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return item["name"].get() == pchName; - }); + auto it = defined_achievements_find(pchName); + if (it == defined_achievements.end()) return false; + std::string pch_name = it->value("name", std::string()); + if (it != defined_achievements.end()) { - if (user_achievements.find(pchName) == user_achievements.end() || user_achievements[pchName].value("earned", false) == false) { - user_achievements[pchName]["earned"] = true; - user_achievements[pchName]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); + if (user_achievements.find(pch_name) == user_achievements.end() || user_achievements[pch_name].value("earned", false) == false) { + user_achievements[pch_name]["earned"] = true; + user_achievements[pch_name]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); #ifdef EMU_OVERLAY overlay->AddAchievementNotification(it.value()); #endif @@ -272,12 +319,13 @@ bool ClearAchievement( const char *pchName ) std::lock_guard lock(global_mutex); try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); + auto it = defined_achievements_find(pchName); + if (it == defined_achievements.end()) return false; + std::string pch_name = it->value("name", std::string()); + if (it != defined_achievements.end()) { - user_achievements[pchName]["earned"] = false; - user_achievements[pchName]["earned_time"] = static_cast(0); + user_achievements[pch_name]["earned"] = false; + user_achievements[pch_name]["earned_time"] = static_cast(0); save_achievements(); return true; } @@ -297,10 +345,11 @@ bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 std::lock_guard lock(global_mutex); try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); - auto ach = user_achievements.find(pchName); + auto it = defined_achievements_find(pchName); + if (it == defined_achievements.end()) return false; + std::string pch_name = it->value("name", std::string()); + + auto ach = user_achievements.find(pch_name); if (it != defined_achievements.end() && ach != user_achievements.end()) { if(pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; if(punUnlockTime != nullptr) *punUnlockTime = (*ach)["earned_time"]; @@ -363,9 +412,7 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc if (strcmp (pchKey, "name") == 0) { try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); + auto it = defined_achievements_find(pchName); if (it != defined_achievements.end()) { return it.value()["displayName"].get_ptr()->c_str(); } @@ -374,9 +421,7 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc if (strcmp (pchKey, "desc") == 0) { try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); + auto it = defined_achievements_find(pchName); if (it != defined_achievements.end()) { return it.value()["description"].get_ptr()->c_str(); } @@ -385,9 +430,7 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc if (strcmp (pchKey, "hidden") == 0) { try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); + auto it = defined_achievements_find(pchName); if (it != defined_achievements.end()) { return it.value()["hidden"].get_ptr()->c_str(); } @@ -402,15 +445,17 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc // Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) { - PRINT_DEBUG("IndicateAchievementProgress\n"); + PRINT_DEBUG("IndicateAchievementProgress %s\n", pchName); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); - auto ach = user_achievements.find(pchName); + auto it = defined_achievements_find(pchName); + if (it == defined_achievements.end()) return false; + + std::string pch_name = it->value("name", std::string()); + + auto ach = user_achievements.find(pch_name); if (it != defined_achievements.end()) { bool achieved = false; if ( ach != user_achievements.end()) { @@ -420,14 +465,14 @@ bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint UserAchievementStored_t data = {}; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_bGroupAchievement = false; - strncpy(data.m_rgchAchievementName, pchName, k_cchStatNameMax); + strncpy(data.m_rgchAchievementName, pch_name.c_str(), k_cchStatNameMax); if (achieved) { data.m_nCurProgress = 0; data.m_nMaxProgress = 0; } else { - user_achievements[pchName]["progress"] = nCurProgress; - user_achievements[pchName]["max_progress"] = nMaxProgress; + user_achievements[pch_name]["progress"] = nCurProgress; + user_achievements[pch_name]["max_progress"] = nMaxProgress; data.m_nCurProgress = nCurProgress; data.m_nMaxProgress = nMaxProgress; } @@ -455,12 +500,11 @@ uint32 GetNumAchievements() const char * GetAchievementName( uint32 iAchievement ) { PRINT_DEBUG("GetAchievementName\n"); - try { - static std::string achievement_name; - achievement_name = defined_achievements[iAchievement]["name"].get(); - return achievement_name.c_str(); - } catch (...) {} - return ""; + if (iAchievement >= sorted_achievement_names.size()) { + return ""; + } + + return sorted_achievement_names[iAchievement].c_str(); } @@ -576,6 +620,12 @@ SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderb { PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName); std::lock_guard lock(global_mutex); + if (!pchLeaderboardName) { + LeaderboardFindResult_t data; + data.m_hSteamLeaderboard = 0; + data.m_bLeaderboardFound = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + } unsigned int leader = find_leaderboard(pchLeaderboardName); if (!leader) { @@ -601,6 +651,12 @@ SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) { PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName); std::lock_guard lock(global_mutex); + if (!pchLeaderboardName) { + LeaderboardFindResult_t data; + data.m_hSteamLeaderboard = 0; + data.m_bLeaderboardFound = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + } auto settings_Leaderboards = settings->getLeaderboards(); if (settings_Leaderboards.count(pchLeaderboardName)) { diff --git a/Evolve_goldberg/dll/steam_utils.h b/Evolve_goldberg/dll/steam_utils.h index ce76e8c..dcedb94 100644 --- a/Evolve_goldberg/dll/steam_utils.h +++ b/Evolve_goldberg/dll/steam_utils.h @@ -175,10 +175,10 @@ ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) { - PRINT_DEBUG("GetAPICallResult %llu %i %i\n", hSteamAPICall, cubCallback, iCallbackExpected); + PRINT_DEBUG("GetAPICallResult %llu %i %i %p\n", hSteamAPICall, cubCallback, iCallbackExpected, pbFailed); std::lock_guard lock(global_mutex); if (callback_results->callback_result(hSteamAPICall, pCallback, cubCallback)) { - *pbFailed = false; + if (pbFailed) *pbFailed = false; PRINT_DEBUG("GetAPICallResult Succeeded\n"); return true; } else { @@ -405,4 +405,31 @@ ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProt return k_ESteamIPv6ConnectivityState_Unknown; } +// returns true if currently running on the Steam Deck device +bool IsSteamRunningOnSteamDeck() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; +} + +// Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game. +// The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field +bool ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; +} + +// In game launchers that don't have controller support you can call this to have Steam Input translate the controller input into mouse/kb to navigate the launcher +void SetGameLauncherMode( bool bLauncherMode ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +bool DismissFloatingGamepadTextInput() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return true; +} + }; diff --git a/Evolve_goldberg/files_example/steam_settings.EXAMPLE/build_id.EXAMPLE.txt b/Evolve_goldberg/files_example/steam_settings.EXAMPLE/build_id.EXAMPLE.txt new file mode 100644 index 0000000..bd41cba --- /dev/null +++ b/Evolve_goldberg/files_example/steam_settings.EXAMPLE/build_id.EXAMPLE.txt @@ -0,0 +1 @@ +12345 \ No newline at end of file diff --git a/Evolve_goldberg/overlay_experimental/steam_overlay.cpp b/Evolve_goldberg/overlay_experimental/steam_overlay.cpp index 519c226..0cc5463 100644 --- a/Evolve_goldberg/overlay_experimental/steam_overlay.cpp +++ b/Evolve_goldberg/overlay_experimental/steam_overlay.cpp @@ -9,8 +9,6 @@ #include #include "../dll/dll.h" -//Pinenut: import base.h to get the Chinese font's location. -#include "../dll/base.h" #include "Renderer_Detector.h" @@ -282,8 +280,7 @@ void Steam_Overlay::FriendConnect(Friend _friend) if (id != 0) { auto& item = friends[_friend]; - //Add Chinese support. - item.window_title = std::move(_friend.name() + u8" playing/正在游玩 " + std::to_string(_friend.appid())); + item.window_title = std::move(_friend.name() + u8" (is playing) " + std::to_string(_friend.appid())); item.window_state = window_state_none; item.id = id; memset(item.chat_input, 0, max_chat_len); @@ -346,7 +343,7 @@ void Steam_Overlay::AddInviteNotification(std::pair(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); } @@ -386,8 +383,8 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta if (ImGui::BeginPopupContextItem("Friends_ContextMenu", 1)) { bool close_popup = false; - //Add Chinese support. - if (ImGui::Button(u8"Chat/聊天")) + + if (ImGui::Button(u8"(Chat)")) { state.window_state |= window_state_show; close_popup = true; @@ -395,13 +392,13 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta // If we have the same appid, activate the invite/join buttons if (settings->get_local_game_id().AppID() == frd.appid()) { - if (i_have_lobby && ImGui::Button(u8"Invite/邀请###PopupInvite")) + if (i_have_lobby && ImGui::Button(u8"(invite)###PopupInvite")) { state.window_state |= window_state_invite; has_friend_action.push(frd); close_popup = true; } - if (state.joinable && ImGui::Button(u8"Join/加入###PopupJoin")) + if (state.joinable && ImGui::Button(u8"(join)###PopupJoin")) { state.window_state |= window_state_join; has_friend_action.push(frd); @@ -425,7 +422,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st bool show = true; bool send_chat_msg = false; - float width = ImGui::CalcTextSize("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA").x; + float width = ImGui::CalcTextSize(u8"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA").x; if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { @@ -446,15 +443,15 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st // Fill this with the chat box and maybe the invitation if (state.window_state & (window_state_lobby_invite | window_state_rich_invite)) { - ImGui::LabelText("##label", u8"%s invited you to join the game.\n(邀请加入游戏)", frd.name().c_str()); + ImGui::LabelText("##label", u8"%sһ𳩿.is inviting you)", frd.name().c_str()); ImGui::SameLine(); - if (ImGui::Button(u8"Accept/接受")) + if (ImGui::Button(u8"ͬ(Accept)")) { state.window_state |= window_state_join; this->has_friend_action.push(frd); } ImGui::SameLine(); - if (ImGui::Button(u8"Refuse/拒绝")) + if (ImGui::Button(u8"ܾ(Reject)")) { state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); } @@ -483,7 +480,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st // |------------------------------| float wnd_width = ImGui::GetWindowContentRegionWidth(); ImGuiStyle &style = ImGui::GetStyle(); - wnd_width -= ImGui::CalcTextSize(u8"Send/发送").x + style.FramePadding.x * 2 + style.ItemSpacing.x + 1; + wnd_width -= ImGui::CalcTextSize(u8"").x + style.FramePadding.x * 2 + style.ItemSpacing.x + 1; ImGui::PushItemWidth(wnd_width); if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) @@ -494,7 +491,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::SameLine(); - if (ImGui::Button(u8"Send/发送")) + if (ImGui::Button(u8"")) { send_chat_msg = true; } @@ -554,39 +551,39 @@ void Steam_Overlay::BuildNotifications(int width, int height) ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, Notification::max_alpha)); ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, Notification::max_alpha*2)); } - - ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height* font_size* i)); - ImGui::SetNextWindowSize(ImVec2(width* Notification::width, Notification::height* font_size)); - ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | + + ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height * font_size * i )); + ImGui::SetNextWindowSize(ImVec2( width * Notification::width, Notification::height * font_size )); + ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration); switch (it->type) { - case notification_type_achievement: - ImGui::TextWrapped("%s", it->message.c_str()); - break; - case notification_type_invite: - { - ImGui::TextWrapped("%s", it->message.c_str()); - if (ImGui::Button(u8"Join/邀请")) - { - it->frd->second.window_state |= window_state_join; - friend_actions_temp.push(it->frd->first); - it->start_time = std::chrono::seconds(0); - } - } - break; - case notification_type_message: - ImGui::TextWrapped("%s", it->message.c_str()); break; + case notification_type_achievement: + ImGui::TextWrapped("%s", it->message.c_str()); + break; + case notification_type_invite: + { + ImGui::TextWrapped("%s", it->message.c_str()); + if (ImGui::Button(u8"")) + { + it->frd->second.window_state |= window_state_join; + friend_actions_temp.push(it->frd->first); + it->start_time = std::chrono::seconds(0); + } + } + break; + case notification_type_message: + ImGui::TextWrapped("%s", it->message.c_str()); break; } ImGui::End(); ImGui::PopStyleColor(3); } - notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification& item) { + notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification &item) { return (now - item.start_time) > Notification::show_time; - }), notifications.end()); + }), notifications.end()); } if (!friend_actions_temp.empty()) { @@ -597,6 +594,7 @@ void Steam_Overlay::BuildNotifications(int width, int height) } } } + inline bool file_exiss(const std::string& name) { struct stat buffer; return (stat(name.c_str(), &buffer) == 0); @@ -618,7 +616,6 @@ std::string get_full_program_pat() return program_path.substr(0, program_path.rfind(PATH_SEPARATOR)).append(PATH_SEPARATOR); } -//Add Chinese Font support. void Steam_Overlay::CreateFonts() { ImGuiIO& io = ImGui::GetIO(); @@ -630,9 +627,9 @@ void Steam_Overlay::CreateFonts() fontcfg.SizePixels = std::round(io.DisplaySize.y / 68); //Add Chinese Font Support. - if (file_exiss(get_full_program_pat() + "overlayfont.ttf")) + if (file_exiss(get_full_program_pat() + "pinenutfont.ttf")) { - std::string fontpath = get_full_program_path() + "overlayfont.ttf"; + std::string fontpath = get_full_program_path() + "pinenutfont.ttf"; font_default = io.Fonts->AddFontFromFileTTF(fontpath.c_str(), 32.0f, nullptr, io.Fonts->GetGlyphRangesChineseFull()); font_notif = io.Fonts->AddFontFromFileTTF(fontpath.c_str(), 32.0f, nullptr, io.Fonts->GetGlyphRangesChineseFull()); } @@ -642,6 +639,7 @@ void Steam_Overlay::CreateFonts() font_notif = io.Fonts->AddFontDefault(&fontcfg); } fontcfg.SizePixels = std::round(io.DisplaySize.y / 60); + ImGuiStyle& style = ImGui::GetStyle(); style.WindowRounding = 0.0; // Disable round window } @@ -672,50 +670,45 @@ void Steam_Overlay::OverlayProc() bool show = true; - if (ImGui::Begin(u8"Goldberg SteamOverlay-Evolve Crack credit: @Nemirtingas, @schmogmog, @nemerod, @kiagam, @pinenut", &show, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) + if (ImGui::Begin("Goldberg SteamOverlay Evolve-Version.Credit:Nemirtingas,schmogmog,nemerod,kiagam,pinenut,pikapika.", &show, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { - //Add a judge for evolve or other game. - if (settings->get_local_game_id().AppID() == 273350) - { - ImGui::LabelText("##label", u8"Username(用户名): %s(%llu)(正在游玩) playing %u(EVOLVE REBORN)", + ImGui::LabelText("##label", u8"û(username): %s(%llu) (is playing) %u", settings->get_local_name(), settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); - } - else - { - ImGui::LabelText("##label", u8"Username(用户名): %s(%llu)(正在游玩) playing %u(OTHER GAME)", - settings->get_local_name(), - settings->get_local_steam_id().ConvertToUint64(), - settings->get_local_game_id().AppID()); - } ImGui::SameLine(); Base_Hook* hook = Renderer_Detector::Inst().get_renderer(); - ImGui::LabelText("##label", u8"Renderer(渲染方式): %s", (hook == nullptr ? "Unknown" : hook->get_lib_name())); + ImGui::LabelText("##label", u8"Ⱦʽ(render): %s", (hook == nullptr ? "Unknown" : hook->get_lib_name())); ImGui::Spacing(); - ImGui::LabelText("##label", u8"Friends(特别提醒:请使用英文输入法,中文输入法会导致游戏崩溃!!)"); + ImGui::LabelText("##label", u8"б(Friend List)"); std::lock_guard lock(overlay_mutex); if (!friends.empty()) { - ImGui::ListBoxHeader("##label", friends.size()); - std::for_each(friends.begin(), friends.end(), [this](std::pair &i) + if (ImGui::ListBoxHeader("##label", friends.size())) { - ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); - - ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); - BuildContextMenu(i.first, i.second); - if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { - i.second.window_state |= window_state_show; - } - ImGui::PopID(); - - BuildFriendWindow(i.first, i.second); - }); - ImGui::ListBoxFooter(); + ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); + + ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + BuildContextMenu(i.first, i.second); + if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + { + i.second.window_state |= window_state_show; + } + ImGui::PopID(); + + BuildFriendWindow(i.first, i.second); + }); + ImGui::ListBoxFooter(); + } + } + else + { + ImGui::LabelText("##label", u8"ʱûѵ(NO FRIEND NOW)"); } } ImGui::End(); @@ -741,13 +734,13 @@ void Steam_Overlay::Callback(Common_Message *msg) { Steam_Messages const& steam_message = msg->steam_messages(); // Change color to cyan for friend - friend_info->second.chat_history.append("\x1""00FFFFFF", 9).append(steam_message.message()).append("\n", 1); + friend_info->second.chat_history.append(steam_message.message()).append("\n", 1); if (!(friend_info->second.window_state & window_state_show)) { friend_info->second.window_state |= window_state_need_attention; } - AddMessageNotification(friend_info->first.name() + " says: " + steam_message.message()); + AddMessageNotification(friend_info->first.name() + u8" ˵(says): " + steam_message.message()); NotifyUser(friend_info->second); } } @@ -801,7 +794,7 @@ void Steam_Overlay::RunCallbacks() msg.set_dest_id(friend_id); network->sendTo(&msg, true); - friend_info->second.chat_history.append("\x1""00FF00FF", 9).append(input).append("\n", 1); + friend_info->second.chat_history.append(input).append("\n", 1); } *input = 0; // Reset the input field friend_info->second.window_state &= ~window_state_send_message; @@ -830,22 +823,34 @@ void Steam_Overlay::RunCallbacks() callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); friend_info->second.window_state &= ~window_state_lobby_invite; - } else + } else { // The user got a rich presence invite and accepted it - if (friend_info->second.window_state & window_state_rich_invite) - { - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend.SetFromUint64(friend_id); - strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + if (friend_info->second.window_state & window_state_rich_invite) + { + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_id); + strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - friend_info->second.window_state &= ~window_state_rich_invite; - } else if (connect.length() > 0) - { - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend.SetFromUint64(friend_id); - strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + friend_info->second.window_state &= ~window_state_rich_invite; + } else if (connect.length() > 0) + { + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_id); + strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + + //Not sure about this but it fixes sonic racing transformed invites + FriendGameInfo_t friend_game_info = {}; + steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); + uint64 lobby_id = friend_game_info.m_steamIDLobby.ConvertToUint64(); + if (lobby_id) { + GameLobbyJoinRequested_t data; + data.m_steamIDLobby.SetFromUint64(lobby_id); + data.m_steamIDFriend.SetFromUint64(friend_id); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } } friend_info->second.window_state &= ~window_state_join; diff --git a/Evolve_goldberg/scripts/controller_config_generator/parse_controller_vdf.py b/Evolve_goldberg/scripts/controller_config_generator/parse_controller_vdf.py new file mode 100644 index 0000000..569aeb0 --- /dev/null +++ b/Evolve_goldberg/scripts/controller_config_generator/parse_controller_vdf.py @@ -0,0 +1,177 @@ +#controller vdf script by mr_goldberg +#generates controller config from a vdf +import vdf +import sys +import os + +keymap_digital = { + "button_a": "A", + "button_b": "B", + "button_x": "X", + "button_y": "Y", + "dpad_north": "DUP", + "dpad_south": "DDOWN", + "dpad_east": "DRIGHT", + "dpad_west": "DLEFT", + "button_escape": "START", + "button_menu": "BACK", + "left_bumper": "LBUMPER", + "right_bumper": "RBUMPER", + "button_back_left": "A", + "button_back_right": "X", + "": "", + "": "", + "": "", + "": "", + "": "", + "": "", +} + +def add_input_bindings(group, bindings, force_binding=None, keymap=keymap_digital): + for i in group["inputs"]: + for act in group["inputs"][i]: + for fp in group["inputs"][i][act]: + for bd in group["inputs"][i][act][fp]: + for bbd in group["inputs"][i][act][fp][bd]: + if bbd == 'binding': + x = group["inputs"][i][act][fp][bd].get_all_for(bbd) + for ss in x: + st = ss.split() + if st[0] == 'game_action': + if st[2][-1] == ",": + action_name = st[2][:-1] + else: + action_name = st[2][:] + if force_binding is None: + binding = keymap[i.lower()] + else: + binding = force_binding + if action_name in bindings: + if binding not in bindings[action_name]: + bindings[action_name].append(binding) + else: + bindings[action_name] = [binding] + return bindings + +if len(sys.argv) < 2: + print("format: {} xbox_controller_config.vdf".format(sys.argv[0])) + exit(0) + +with open(sys.argv[1], 'rb') as f: + t = f.read().decode('utf-8') + +d = vdf.loads(t, mapper=vdf.VDFDict, merge_duplicate_keys=False) + +controller_mappings = d["controller_mappings"] + +groups = controller_mappings.get_all_for("group") +groups_byid = {} +for g in groups: + groups_byid[g["id"]] = g + +actions = controller_mappings.get_all_for("actions") +action_list = [] +for a in actions: + for k in a: + action_list.append(k) + +presets = controller_mappings.get_all_for("preset") +all_bindings = {} +for p in presets: + name = p["name"] + if name not in action_list: + continue + group_bindings = p["group_source_bindings"] + bindings = {} + for number in group_bindings: + s = group_bindings[number].split() + if s[1] != "active": + continue + + #print(s) + if s[0] in ["switch", "button_diamond", "dpad"]: + group = groups_byid[number] + #print(group) + bindings = add_input_bindings(group, bindings) + + if s[0] in ["left_trigger", "right_trigger"]: + group = groups_byid[number] + if group["mode"] == "trigger": + for g in group: + if g == "gameactions": + #print(group) + action_name = group["gameactions"][name] + if s[0] == "left_trigger": + binding = "LTRIGGER" + else: + binding = "RTRIGGER" + if action_name in bindings: + if binding not in bindings[action_name] and (binding + "=trigger") not in bindings[action_name]: + bindings[action_name].insert(0, binding) + else: + bindings[action_name] = [binding + "=trigger"] + if g == "inputs": + if s[0] == "left_trigger": + binding = "DLTRIGGER" + else: + binding = "DRTRIGGER" + bindings = add_input_bindings(group, bindings, binding) + + else: + print("unhandled trigger mode", group["mode"]) + if s[0] in ["joystick", "right_joystick", "dpad"]: + group = groups_byid[number] + if group["mode"] == "joystick_move": + for g in group: + if g == "gameactions": + #print(group) + action_name = group["gameactions"][name] + if s[0] == "joystick": + binding = "LJOY" + elif s[0] == "right_joystick": + binding = "RJOY" + elif s[0] == "dpad": + binding = "DPAD" + else: + print("could not handle", s[0]) + if action_name in bindings: + if binding not in bindings[action_name] and (binding + "=joystick_move") not in bindings[action_name]: + bindings[action_name].insert(0, binding) + else: + bindings[action_name] = [binding + "=joystick_move"] + if g == "inputs": + if s[0] == "joystick": + binding = "LSTICK" + else: + binding = "RSTICK" + bindings = add_input_bindings(group, bindings, binding) + + elif group["mode"] == "dpad": + if s[0] == "joystick": + binding_map = {"dpad_north":"DLJOYUP", "dpad_south": "DLJOYDOWN", "dpad_west": "DLJOYLEFT", "dpad_east": "DLJOYRIGHT", "click": "LSTICK"} + bindings = add_input_bindings(group, bindings, keymap=binding_map) + elif s[0] == "right_joystick": + binding_map = {"dpad_north":"DRJOYUP", "dpad_south": "DRJOYDOWN", "dpad_west": "DRJOYLEFT", "dpad_east": "DRJOYRIGHT", "click": "RSTICK"} + bindings = add_input_bindings(group, bindings, keymap=binding_map) + else: + if s[0] != "dpad": + print("no pad", s[0]) + else: + print("unhandled joy mode", group["mode"]) + + all_bindings[name] = bindings + + + +#print(controller_mappings["preset"][(0, "group_source_bindings")]) + +#print(all_bindings) + +config_directory = sys.argv[1] + "_config/steam_settings" + "/controller/" +if not os.path.exists(config_directory): + os.makedirs(config_directory) + +for k in all_bindings: + with open(config_directory + k + '.txt', 'w') as f: + for b in all_bindings[k]: + f.write(b + "=" + ','.join(all_bindings[k][b]) + "\n") diff --git a/Evolve_goldberg/scripts/controller_config_generator/vdf/__init__.py b/Evolve_goldberg/scripts/controller_config_generator/vdf/__init__.py new file mode 100644 index 0000000..6b47213 --- /dev/null +++ b/Evolve_goldberg/scripts/controller_config_generator/vdf/__init__.py @@ -0,0 +1,521 @@ +""" +Module for deserializing/serializing to and from VDF +""" +__version__ = "3.4" +__author__ = "Rossen Georgiev" + +import re +import sys +import struct +from binascii import crc32 +from io import BytesIO +from io import StringIO as unicodeIO + +try: + from collections.abc import Mapping +except: + from collections import Mapping + +from vdf.vdict import VDFDict + +# Py2 & Py3 compatibility +if sys.version_info[0] >= 3: + string_type = str + int_type = int + BOMS = '\ufffe\ufeff' + + def strip_bom(line): + return line.lstrip(BOMS) +else: + from StringIO import StringIO as strIO + string_type = basestring + int_type = long + BOMS = '\xef\xbb\xbf\xff\xfe\xfe\xff' + BOMS_UNICODE = '\\ufffe\\ufeff'.decode('unicode-escape') + + def strip_bom(line): + return line.lstrip(BOMS if isinstance(line, str) else BOMS_UNICODE) + +# string escaping +_unescape_char_map = { + r"\n": "\n", + r"\t": "\t", + r"\v": "\v", + r"\b": "\b", + r"\r": "\r", + r"\f": "\f", + r"\a": "\a", + r"\\": "\\", + r"\?": "?", + r"\"": "\"", + r"\'": "\'", +} +_escape_char_map = {v: k for k, v in _unescape_char_map.items()} + +def _re_escape_match(m): + return _escape_char_map[m.group()] + +def _re_unescape_match(m): + return _unescape_char_map[m.group()] + +def _escape(text): + return re.sub(r"[\n\t\v\b\r\f\a\\\?\"']", _re_escape_match, text) + +def _unescape(text): + return re.sub(r"(\\n|\\t|\\v|\\b|\\r|\\f|\\a|\\\\|\\\?|\\\"|\\')", _re_unescape_match, text) + +# parsing and dumping for KV1 +def parse(fp, mapper=dict, merge_duplicate_keys=True, escaped=True): + """ + Deserialize ``s`` (a ``str`` or ``unicode`` instance containing a VDF) + to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not issubclass(mapper, Mapping): + raise TypeError("Expected mapper to be subclass of dict, got %s" % type(mapper)) + if not hasattr(fp, 'readline'): + raise TypeError("Expected fp to be a file-like object supporting line iteration") + + stack = [mapper()] + expect_bracket = False + + re_keyvalue = re.compile(r'^("(?P(?:\\.|[^\\"])*)"|(?P#?[a-z0-9\-\_\\\?$%<>]+))' + r'([ \t]*(' + r'"(?P(?:\\.|[^\\"])*)(?P")?' + r'|(?P(?:(? ])+)' + r'|(?P{[ \t]*)(?P})?' + r'))?', + flags=re.I) + + for lineno, line in enumerate(fp, 1): + if lineno == 1: + line = strip_bom(line) + + line = line.lstrip() + + # skip empty and comment lines + if line == "" or line[0] == '/': + continue + + # one level deeper + if line[0] == "{": + expect_bracket = False + continue + + if expect_bracket: + raise SyntaxError("vdf.parse: expected openning bracket", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 1, line)) + + # one level back + if line[0] == "}": + if len(stack) > 1: + stack.pop() + continue + + raise SyntaxError("vdf.parse: one too many closing parenthasis", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + # parse keyvalue pairs + while True: + match = re_keyvalue.match(line) + + if not match: + try: + line += next(fp) + continue + except StopIteration: + raise SyntaxError("vdf.parse: unexpected EOF (open key quote?)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + key = match.group('key') if match.group('qkey') is None else match.group('qkey') + val = match.group('qval') + if val is None: + val = match.group('val') + if val is not None: + val = val.rstrip() + if val == "": + val = None + + if escaped: + key = _unescape(key) + + # we have a key with value in parenthesis, so we make a new dict obj (level deeper) + if val is None: + if merge_duplicate_keys and key in stack[-1]: + _m = stack[-1][key] + # we've descended a level deeper, if value is str, we have to overwrite it to mapper + if not isinstance(_m, mapper): + _m = stack[-1][key] = mapper() + else: + _m = mapper() + stack[-1][key] = _m + + if match.group('eblock') is None: + # only expect a bracket if it's not already closed or on the same line + stack.append(_m) + if match.group('sblock') is None: + expect_bracket = True + + # we've matched a simple keyvalue pair, map it to the last dict obj in the stack + else: + # if the value is line consume one more line and try to match again, + # until we get the KeyValue pair + if match.group('vq_end') is None and match.group('qval') is not None: + try: + line += next(fp) + continue + except StopIteration: + raise SyntaxError("vdf.parse: unexpected EOF (open quote for value?)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + stack[-1][key] = _unescape(val) if escaped else val + + # exit the loop + break + + if len(stack) != 1: + raise SyntaxError("vdf.parse: unclosed parenthasis or quotes (EOF)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + return stack.pop() + + +def loads(s, **kwargs): + """ + Deserialize ``s`` (a ``str`` or ``unicode`` instance containing a JSON + document) to a Python object. + """ + if not isinstance(s, string_type): + raise TypeError("Expected s to be a str, got %s" % type(s)) + + try: + fp = unicodeIO(s) + except TypeError: + fp = strIO(s) + + return parse(fp, **kwargs) + + +def load(fp, **kwargs): + """ + Deserialize ``fp`` (a ``.readline()``-supporting file-like object containing + a JSON document) to a Python object. + """ + return parse(fp, **kwargs) + + +def dumps(obj, pretty=False, escaped=True): + """ + Serialize ``obj`` to a VDF formatted ``str``. + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected data to be an instance of``dict``") + if not isinstance(pretty, bool): + raise TypeError("Expected pretty to be of type bool") + if not isinstance(escaped, bool): + raise TypeError("Expected escaped to be of type bool") + + return ''.join(_dump_gen(obj, pretty, escaped)) + + +def dump(obj, fp, pretty=False, escaped=True): + """ + Serialize ``obj`` as a VDF formatted stream to ``fp`` (a + ``.write()``-supporting file-like object). + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected data to be an instance of``dict``") + if not hasattr(fp, 'write'): + raise TypeError("Expected fp to have write() method") + if not isinstance(pretty, bool): + raise TypeError("Expected pretty to be of type bool") + if not isinstance(escaped, bool): + raise TypeError("Expected escaped to be of type bool") + + for chunk in _dump_gen(obj, pretty, escaped): + fp.write(chunk) + + +def _dump_gen(data, pretty=False, escaped=True, level=0): + indent = "\t" + line_indent = "" + + if pretty: + line_indent = indent * level + + for key, value in data.items(): + if escaped and isinstance(key, string_type): + key = _escape(key) + + if isinstance(value, Mapping): + yield '%s"%s"\n%s{\n' % (line_indent, key, line_indent) + for chunk in _dump_gen(value, pretty, escaped, level+1): + yield chunk + yield "%s}\n" % line_indent + else: + if escaped and isinstance(value, string_type): + value = _escape(value) + + yield '%s"%s" "%s"\n' % (line_indent, key, value) + + +# binary VDF +class BASE_INT(int_type): + def __repr__(self): + return "%s(%d)" % (self.__class__.__name__, self) + +class UINT_64(BASE_INT): + pass + +class INT_64(BASE_INT): + pass + +class POINTER(BASE_INT): + pass + +class COLOR(BASE_INT): + pass + +BIN_NONE = b'\x00' +BIN_STRING = b'\x01' +BIN_INT32 = b'\x02' +BIN_FLOAT32 = b'\x03' +BIN_POINTER = b'\x04' +BIN_WIDESTRING = b'\x05' +BIN_COLOR = b'\x06' +BIN_UINT64 = b'\x07' +BIN_END = b'\x08' +BIN_INT64 = b'\x0A' +BIN_END_ALT = b'\x0B' + +def binary_loads(b, mapper=dict, merge_duplicate_keys=True, alt_format=False, raise_on_remaining=True): + """ + Deserialize ``b`` (``bytes`` containing a VDF in "binary form") + to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not isinstance(b, bytes): + raise TypeError("Expected s to be bytes, got %s" % type(b)) + + return binary_load(BytesIO(b), mapper, merge_duplicate_keys, alt_format, raise_on_remaining) + +def binary_load(fp, mapper=dict, merge_duplicate_keys=True, alt_format=False, raise_on_remaining=False): + """ + Deserialize ``fp`` (a ``.read()``-supporting file-like object containing + binary VDF) to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not hasattr(fp, 'read') or not hasattr(fp, 'tell') or not hasattr(fp, 'seek'): + raise TypeError("Expected fp to be a file-like object with tell()/seek() and read() returning bytes") + if not issubclass(mapper, Mapping): + raise TypeError("Expected mapper to be subclass of dict, got %s" % type(mapper)) + + # helpers + int32 = struct.Struct(' 1: + stack.pop() + continue + break + + key = read_string(fp) + + if t == BIN_NONE: + if merge_duplicate_keys and key in stack[-1]: + _m = stack[-1][key] + else: + _m = mapper() + stack[-1][key] = _m + stack.append(_m) + elif t == BIN_STRING: + stack[-1][key] = read_string(fp) + elif t == BIN_WIDESTRING: + stack[-1][key] = read_string(fp, wide=True) + elif t in (BIN_INT32, BIN_POINTER, BIN_COLOR): + val = int32.unpack(fp.read(int32.size))[0] + + if t == BIN_POINTER: + val = POINTER(val) + elif t == BIN_COLOR: + val = COLOR(val) + + stack[-1][key] = val + elif t == BIN_UINT64: + stack[-1][key] = UINT_64(uint64.unpack(fp.read(int64.size))[0]) + elif t == BIN_INT64: + stack[-1][key] = INT_64(int64.unpack(fp.read(int64.size))[0]) + elif t == BIN_FLOAT32: + stack[-1][key] = float32.unpack(fp.read(float32.size))[0] + else: + raise SyntaxError("Unknown data type at offset %d: %s" % (fp.tell() - 1, repr(t))) + + if len(stack) != 1: + raise SyntaxError("Reached EOF, but Binary VDF is incomplete") + if raise_on_remaining and fp.read(1) != b'': + fp.seek(-1, 1) + raise SyntaxError("Binary VDF ended at offset %d, but there is more data remaining" % (fp.tell() - 1)) + + return stack.pop() + +def binary_dumps(obj, alt_format=False): + """ + Serialize ``obj`` to a binary VDF formatted ``bytes``. + """ + buf = BytesIO() + binary_dump(obj, buf, alt_format) + return buf.getvalue() + +def binary_dump(obj, fp, alt_format=False): + """ + Serialize ``obj`` to a binary VDF formatted ``bytes`` and write it to ``fp`` filelike object + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected obj to be type of Mapping") + if not hasattr(fp, 'write'): + raise TypeError("Expected fp to have write() method") + + for chunk in _binary_dump_gen(obj, alt_format=alt_format): + fp.write(chunk) + +def _binary_dump_gen(obj, level=0, alt_format=False): + if level == 0 and len(obj) == 0: + return + + int32 = struct.Struct('= 3: + _iter_values = 'values' + _range = range + _string_type = str + import collections.abc as _c + class _kView(_c.KeysView): + def __iter__(self): + return self._mapping.iterkeys() + class _vView(_c.ValuesView): + def __iter__(self): + return self._mapping.itervalues() + class _iView(_c.ItemsView): + def __iter__(self): + return self._mapping.iteritems() +else: + _iter_values = 'itervalues' + _range = xrange + _string_type = basestring + _kView = lambda x: list(x.iterkeys()) + _vView = lambda x: list(x.itervalues()) + _iView = lambda x: list(x.iteritems()) + + +class VDFDict(dict): + def __init__(self, data=None): + """ + This is a dictionary that supports duplicate keys and preserves insert order + + ``data`` can be a ``dict``, or a sequence of key-value tuples. (e.g. ``[('key', 'value'),..]``) + The only supported type for key is str. + + Get/set duplicates is done by tuples ``(index, key)``, where index is the duplicate index + for the specified key. (e.g. ``(0, 'key')``, ``(1, 'key')``...) + + When the ``key`` is ``str``, instead of tuple, set will create a duplicate and get will look up ``(0, key)`` + """ + self.__omap = [] + self.__kcount = Counter() + + if data is not None: + if not isinstance(data, (list, dict)): + raise ValueError("Expected data to be list of pairs or dict, got %s" % type(data)) + self.update(data) + + def __repr__(self): + out = "%s(" % self.__class__.__name__ + out += "%s)" % repr(list(self.iteritems())) + return out + + def __len__(self): + return len(self.__omap) + + def _verify_key_tuple(self, key): + if len(key) != 2: + raise ValueError("Expected key tuple length to be 2, got %d" % len(key)) + if not isinstance(key[0], int): + raise TypeError("Key index should be an int") + if not isinstance(key[1], _string_type): + raise TypeError("Key value should be a str") + + def _normalize_key(self, key): + if isinstance(key, _string_type): + key = (0, key) + elif isinstance(key, tuple): + self._verify_key_tuple(key) + else: + raise TypeError("Expected key to be a str or tuple, got %s" % type(key)) + return key + + def __setitem__(self, key, value): + if isinstance(key, _string_type): + key = (self.__kcount[key], key) + self.__omap.append(key) + elif isinstance(key, tuple): + self._verify_key_tuple(key) + if key not in self: + raise KeyError("%s doesn't exist" % repr(key)) + else: + raise TypeError("Expected either a str or tuple for key") + super(VDFDict, self).__setitem__(key, value) + self.__kcount[key[1]] += 1 + + def __getitem__(self, key): + return super(VDFDict, self).__getitem__(self._normalize_key(key)) + + def __delitem__(self, key): + key = self._normalize_key(key) + result = super(VDFDict, self).__delitem__(key) + + start_idx = self.__omap.index(key) + del self.__omap[start_idx] + + dup_idx, skey = key + self.__kcount[skey] -= 1 + tail_count = self.__kcount[skey] - dup_idx + + if tail_count > 0: + for idx in _range(start_idx, len(self.__omap)): + if self.__omap[idx][1] == skey: + oldkey = self.__omap[idx] + newkey = (dup_idx, skey) + super(VDFDict, self).__setitem__(newkey, self[oldkey]) + super(VDFDict, self).__delitem__(oldkey) + self.__omap[idx] = newkey + + dup_idx += 1 + tail_count -= 1 + if tail_count == 0: + break + + if self.__kcount[skey] == 0: + del self.__kcount[skey] + + return result + + def __iter__(self): + return iter(self.iterkeys()) + + def __contains__(self, key): + return super(VDFDict, self).__contains__(self._normalize_key(key)) + + def __eq__(self, other): + if isinstance(other, VDFDict): + return list(self.items()) == list(other.items()) + else: + return False + + def __ne__(self, other): + return not self.__eq__(other) + + def clear(self): + super(VDFDict, self).clear() + self.__kcount.clear() + self.__omap = list() + + def get(self, key, *args): + return super(VDFDict, self).get(self._normalize_key(key), *args) + + def setdefault(self, key, default=None): + if key not in self: + self.__setitem__(key, default) + return self.__getitem__(key) + + def pop(self, key): + key = self._normalize_key(key) + value = self.__getitem__(key) + self.__delitem__(key) + return value + + def popitem(self): + if not self.__omap: + raise KeyError("VDFDict is empty") + key = self.__omap[-1] + return key[1], self.pop(key) + + def update(self, data=None, **kwargs): + if isinstance(data, dict): + data = data.items() + elif not isinstance(data, list): + raise TypeError("Expected data to be a list or dict, got %s" % type(data)) + + for key, value in data: + self.__setitem__(key, value) + + def iterkeys(self): + return (key[1] for key in self.__omap) + + def keys(self): + return _kView(self) + + def itervalues(self): + return (self[key] for key in self.__omap) + + def values(self): + return _vView(self) + + def iteritems(self): + return ((key[1], self[key]) for key in self.__omap) + + def items(self): + return _iView(self) + + def get_all_for(self, key): + """ Returns all values of the given key """ + if not isinstance(key, _string_type): + raise TypeError("Key needs to be a string.") + return [self[(idx, key)] for idx in _range(self.__kcount[key])] + + def remove_all_for(self, key): + """ Removes all items with the given key """ + if not isinstance(key, _string_type): + raise TypeError("Key need to be a string.") + + for idx in _range(self.__kcount[key]): + super(VDFDict, self).__delitem__((idx, key)) + + self.__omap = list(filter(lambda x: x[1] != key, self.__omap)) + + del self.__kcount[key] + + def has_duplicates(self): + """ + Returns ``True`` if the dict contains keys with duplicates. + Recurses through any all keys with value that is ``VDFDict``. + """ + for n in getattr(self.__kcount, _iter_values)(): + if n != 1: + return True + + def dict_recurse(obj): + for v in getattr(obj, _iter_values)(): + if isinstance(v, VDFDict) and v.has_duplicates(): + return True + elif isinstance(v, dict): + return dict_recurse(v) + return False + + return dict_recurse(self) diff --git a/Evolve_goldberg/scripts/stats_schema_achievement_gen/achievements_gen.py b/Evolve_goldberg/scripts/stats_schema_achievement_gen/achievements_gen.py new file mode 100644 index 0000000..b1bf91f --- /dev/null +++ b/Evolve_goldberg/scripts/stats_schema_achievement_gen/achievements_gen.py @@ -0,0 +1,86 @@ +import vdf +import sys +import os +import json + + +if len(sys.argv) < 2: + print("format: {} UserGameStatsSchema_480.bin".format(sys.argv[0])) + exit(0) + + +with open(sys.argv[1], 'rb') as f: + schema = vdf.binary_loads(f.read()) + +language = 'english' + +STAT_TYPE_INT = '1' +STAT_TYPE_FLOAT = '2' +STAT_TYPE_AVGRATE = '3' +STAT_TYPE_BITS = '4' + +achievements_out = [] +stats_out = [] + +for appid in schema: + sch = schema[appid] + stat_info = sch['stats'] + for s in stat_info: + stat = stat_info[s] + if stat['type'] == STAT_TYPE_BITS: + achs = stat['bits'] + for ach_num in achs: + out = {} + ach = achs[ach_num] + out["hidden"] = '0' + for x in ach['display']: + value = ach['display'][x] + if x == 'name': + x = 'displayName' + if x == 'desc': + x = 'description' + if x == 'Hidden': + x = 'hidden' + if type(value) is dict: + if language in value: + value = value[language] + else: + value = '' + out[x] = value + out['name'] = ach['name'] + achievements_out += [out] + else: + out = {} + out['default'] = 0 + out['name'] = stat['name'] + if stat['type'] == STAT_TYPE_INT: + out['type'] = 'int' + elif stat['type'] == STAT_TYPE_FLOAT: + out['type'] = 'float' + elif stat['type'] == STAT_TYPE_AVGRATE: + out['type'] = 'avgrate' + if 'Default' in stat: + out['default'] = stat['Default'] + + stats_out += [out] + # print(stat_info[s]) + + + +output_ach = json.dumps(achievements_out, indent=4) +output_stats = "" +for s in stats_out: + output_stats += "{}={}={}\n".format(s['name'], s['type'], s['default']) + +# print(output_ach) +# print(output_stats) + +config_directory = os.path.join(sys.argv[1] + "_output", "steam_settings") +if not os.path.exists(config_directory): + os.makedirs(config_directory) + +with open(os.path.join(config_directory, "achievements.json"), 'w') as f: + f.write(output_ach) + +with open(os.path.join(config_directory, "stats.txt"), 'w') as f: + f.write(output_stats) diff --git a/Evolve_goldberg/scripts/stats_schema_achievement_gen/vdf/__init__.py b/Evolve_goldberg/scripts/stats_schema_achievement_gen/vdf/__init__.py new file mode 100644 index 0000000..6b47213 --- /dev/null +++ b/Evolve_goldberg/scripts/stats_schema_achievement_gen/vdf/__init__.py @@ -0,0 +1,521 @@ +""" +Module for deserializing/serializing to and from VDF +""" +__version__ = "3.4" +__author__ = "Rossen Georgiev" + +import re +import sys +import struct +from binascii import crc32 +from io import BytesIO +from io import StringIO as unicodeIO + +try: + from collections.abc import Mapping +except: + from collections import Mapping + +from vdf.vdict import VDFDict + +# Py2 & Py3 compatibility +if sys.version_info[0] >= 3: + string_type = str + int_type = int + BOMS = '\ufffe\ufeff' + + def strip_bom(line): + return line.lstrip(BOMS) +else: + from StringIO import StringIO as strIO + string_type = basestring + int_type = long + BOMS = '\xef\xbb\xbf\xff\xfe\xfe\xff' + BOMS_UNICODE = '\\ufffe\\ufeff'.decode('unicode-escape') + + def strip_bom(line): + return line.lstrip(BOMS if isinstance(line, str) else BOMS_UNICODE) + +# string escaping +_unescape_char_map = { + r"\n": "\n", + r"\t": "\t", + r"\v": "\v", + r"\b": "\b", + r"\r": "\r", + r"\f": "\f", + r"\a": "\a", + r"\\": "\\", + r"\?": "?", + r"\"": "\"", + r"\'": "\'", +} +_escape_char_map = {v: k for k, v in _unescape_char_map.items()} + +def _re_escape_match(m): + return _escape_char_map[m.group()] + +def _re_unescape_match(m): + return _unescape_char_map[m.group()] + +def _escape(text): + return re.sub(r"[\n\t\v\b\r\f\a\\\?\"']", _re_escape_match, text) + +def _unescape(text): + return re.sub(r"(\\n|\\t|\\v|\\b|\\r|\\f|\\a|\\\\|\\\?|\\\"|\\')", _re_unescape_match, text) + +# parsing and dumping for KV1 +def parse(fp, mapper=dict, merge_duplicate_keys=True, escaped=True): + """ + Deserialize ``s`` (a ``str`` or ``unicode`` instance containing a VDF) + to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not issubclass(mapper, Mapping): + raise TypeError("Expected mapper to be subclass of dict, got %s" % type(mapper)) + if not hasattr(fp, 'readline'): + raise TypeError("Expected fp to be a file-like object supporting line iteration") + + stack = [mapper()] + expect_bracket = False + + re_keyvalue = re.compile(r'^("(?P(?:\\.|[^\\"])*)"|(?P#?[a-z0-9\-\_\\\?$%<>]+))' + r'([ \t]*(' + r'"(?P(?:\\.|[^\\"])*)(?P")?' + r'|(?P(?:(? ])+)' + r'|(?P{[ \t]*)(?P})?' + r'))?', + flags=re.I) + + for lineno, line in enumerate(fp, 1): + if lineno == 1: + line = strip_bom(line) + + line = line.lstrip() + + # skip empty and comment lines + if line == "" or line[0] == '/': + continue + + # one level deeper + if line[0] == "{": + expect_bracket = False + continue + + if expect_bracket: + raise SyntaxError("vdf.parse: expected openning bracket", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 1, line)) + + # one level back + if line[0] == "}": + if len(stack) > 1: + stack.pop() + continue + + raise SyntaxError("vdf.parse: one too many closing parenthasis", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + # parse keyvalue pairs + while True: + match = re_keyvalue.match(line) + + if not match: + try: + line += next(fp) + continue + except StopIteration: + raise SyntaxError("vdf.parse: unexpected EOF (open key quote?)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + key = match.group('key') if match.group('qkey') is None else match.group('qkey') + val = match.group('qval') + if val is None: + val = match.group('val') + if val is not None: + val = val.rstrip() + if val == "": + val = None + + if escaped: + key = _unescape(key) + + # we have a key with value in parenthesis, so we make a new dict obj (level deeper) + if val is None: + if merge_duplicate_keys and key in stack[-1]: + _m = stack[-1][key] + # we've descended a level deeper, if value is str, we have to overwrite it to mapper + if not isinstance(_m, mapper): + _m = stack[-1][key] = mapper() + else: + _m = mapper() + stack[-1][key] = _m + + if match.group('eblock') is None: + # only expect a bracket if it's not already closed or on the same line + stack.append(_m) + if match.group('sblock') is None: + expect_bracket = True + + # we've matched a simple keyvalue pair, map it to the last dict obj in the stack + else: + # if the value is line consume one more line and try to match again, + # until we get the KeyValue pair + if match.group('vq_end') is None and match.group('qval') is not None: + try: + line += next(fp) + continue + except StopIteration: + raise SyntaxError("vdf.parse: unexpected EOF (open quote for value?)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + stack[-1][key] = _unescape(val) if escaped else val + + # exit the loop + break + + if len(stack) != 1: + raise SyntaxError("vdf.parse: unclosed parenthasis or quotes (EOF)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + return stack.pop() + + +def loads(s, **kwargs): + """ + Deserialize ``s`` (a ``str`` or ``unicode`` instance containing a JSON + document) to a Python object. + """ + if not isinstance(s, string_type): + raise TypeError("Expected s to be a str, got %s" % type(s)) + + try: + fp = unicodeIO(s) + except TypeError: + fp = strIO(s) + + return parse(fp, **kwargs) + + +def load(fp, **kwargs): + """ + Deserialize ``fp`` (a ``.readline()``-supporting file-like object containing + a JSON document) to a Python object. + """ + return parse(fp, **kwargs) + + +def dumps(obj, pretty=False, escaped=True): + """ + Serialize ``obj`` to a VDF formatted ``str``. + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected data to be an instance of``dict``") + if not isinstance(pretty, bool): + raise TypeError("Expected pretty to be of type bool") + if not isinstance(escaped, bool): + raise TypeError("Expected escaped to be of type bool") + + return ''.join(_dump_gen(obj, pretty, escaped)) + + +def dump(obj, fp, pretty=False, escaped=True): + """ + Serialize ``obj`` as a VDF formatted stream to ``fp`` (a + ``.write()``-supporting file-like object). + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected data to be an instance of``dict``") + if not hasattr(fp, 'write'): + raise TypeError("Expected fp to have write() method") + if not isinstance(pretty, bool): + raise TypeError("Expected pretty to be of type bool") + if not isinstance(escaped, bool): + raise TypeError("Expected escaped to be of type bool") + + for chunk in _dump_gen(obj, pretty, escaped): + fp.write(chunk) + + +def _dump_gen(data, pretty=False, escaped=True, level=0): + indent = "\t" + line_indent = "" + + if pretty: + line_indent = indent * level + + for key, value in data.items(): + if escaped and isinstance(key, string_type): + key = _escape(key) + + if isinstance(value, Mapping): + yield '%s"%s"\n%s{\n' % (line_indent, key, line_indent) + for chunk in _dump_gen(value, pretty, escaped, level+1): + yield chunk + yield "%s}\n" % line_indent + else: + if escaped and isinstance(value, string_type): + value = _escape(value) + + yield '%s"%s" "%s"\n' % (line_indent, key, value) + + +# binary VDF +class BASE_INT(int_type): + def __repr__(self): + return "%s(%d)" % (self.__class__.__name__, self) + +class UINT_64(BASE_INT): + pass + +class INT_64(BASE_INT): + pass + +class POINTER(BASE_INT): + pass + +class COLOR(BASE_INT): + pass + +BIN_NONE = b'\x00' +BIN_STRING = b'\x01' +BIN_INT32 = b'\x02' +BIN_FLOAT32 = b'\x03' +BIN_POINTER = b'\x04' +BIN_WIDESTRING = b'\x05' +BIN_COLOR = b'\x06' +BIN_UINT64 = b'\x07' +BIN_END = b'\x08' +BIN_INT64 = b'\x0A' +BIN_END_ALT = b'\x0B' + +def binary_loads(b, mapper=dict, merge_duplicate_keys=True, alt_format=False, raise_on_remaining=True): + """ + Deserialize ``b`` (``bytes`` containing a VDF in "binary form") + to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not isinstance(b, bytes): + raise TypeError("Expected s to be bytes, got %s" % type(b)) + + return binary_load(BytesIO(b), mapper, merge_duplicate_keys, alt_format, raise_on_remaining) + +def binary_load(fp, mapper=dict, merge_duplicate_keys=True, alt_format=False, raise_on_remaining=False): + """ + Deserialize ``fp`` (a ``.read()``-supporting file-like object containing + binary VDF) to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not hasattr(fp, 'read') or not hasattr(fp, 'tell') or not hasattr(fp, 'seek'): + raise TypeError("Expected fp to be a file-like object with tell()/seek() and read() returning bytes") + if not issubclass(mapper, Mapping): + raise TypeError("Expected mapper to be subclass of dict, got %s" % type(mapper)) + + # helpers + int32 = struct.Struct(' 1: + stack.pop() + continue + break + + key = read_string(fp) + + if t == BIN_NONE: + if merge_duplicate_keys and key in stack[-1]: + _m = stack[-1][key] + else: + _m = mapper() + stack[-1][key] = _m + stack.append(_m) + elif t == BIN_STRING: + stack[-1][key] = read_string(fp) + elif t == BIN_WIDESTRING: + stack[-1][key] = read_string(fp, wide=True) + elif t in (BIN_INT32, BIN_POINTER, BIN_COLOR): + val = int32.unpack(fp.read(int32.size))[0] + + if t == BIN_POINTER: + val = POINTER(val) + elif t == BIN_COLOR: + val = COLOR(val) + + stack[-1][key] = val + elif t == BIN_UINT64: + stack[-1][key] = UINT_64(uint64.unpack(fp.read(int64.size))[0]) + elif t == BIN_INT64: + stack[-1][key] = INT_64(int64.unpack(fp.read(int64.size))[0]) + elif t == BIN_FLOAT32: + stack[-1][key] = float32.unpack(fp.read(float32.size))[0] + else: + raise SyntaxError("Unknown data type at offset %d: %s" % (fp.tell() - 1, repr(t))) + + if len(stack) != 1: + raise SyntaxError("Reached EOF, but Binary VDF is incomplete") + if raise_on_remaining and fp.read(1) != b'': + fp.seek(-1, 1) + raise SyntaxError("Binary VDF ended at offset %d, but there is more data remaining" % (fp.tell() - 1)) + + return stack.pop() + +def binary_dumps(obj, alt_format=False): + """ + Serialize ``obj`` to a binary VDF formatted ``bytes``. + """ + buf = BytesIO() + binary_dump(obj, buf, alt_format) + return buf.getvalue() + +def binary_dump(obj, fp, alt_format=False): + """ + Serialize ``obj`` to a binary VDF formatted ``bytes`` and write it to ``fp`` filelike object + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected obj to be type of Mapping") + if not hasattr(fp, 'write'): + raise TypeError("Expected fp to have write() method") + + for chunk in _binary_dump_gen(obj, alt_format=alt_format): + fp.write(chunk) + +def _binary_dump_gen(obj, level=0, alt_format=False): + if level == 0 and len(obj) == 0: + return + + int32 = struct.Struct('= 3: + _iter_values = 'values' + _range = range + _string_type = str + import collections.abc as _c + class _kView(_c.KeysView): + def __iter__(self): + return self._mapping.iterkeys() + class _vView(_c.ValuesView): + def __iter__(self): + return self._mapping.itervalues() + class _iView(_c.ItemsView): + def __iter__(self): + return self._mapping.iteritems() +else: + _iter_values = 'itervalues' + _range = xrange + _string_type = basestring + _kView = lambda x: list(x.iterkeys()) + _vView = lambda x: list(x.itervalues()) + _iView = lambda x: list(x.iteritems()) + + +class VDFDict(dict): + def __init__(self, data=None): + """ + This is a dictionary that supports duplicate keys and preserves insert order + + ``data`` can be a ``dict``, or a sequence of key-value tuples. (e.g. ``[('key', 'value'),..]``) + The only supported type for key is str. + + Get/set duplicates is done by tuples ``(index, key)``, where index is the duplicate index + for the specified key. (e.g. ``(0, 'key')``, ``(1, 'key')``...) + + When the ``key`` is ``str``, instead of tuple, set will create a duplicate and get will look up ``(0, key)`` + """ + self.__omap = [] + self.__kcount = Counter() + + if data is not None: + if not isinstance(data, (list, dict)): + raise ValueError("Expected data to be list of pairs or dict, got %s" % type(data)) + self.update(data) + + def __repr__(self): + out = "%s(" % self.__class__.__name__ + out += "%s)" % repr(list(self.iteritems())) + return out + + def __len__(self): + return len(self.__omap) + + def _verify_key_tuple(self, key): + if len(key) != 2: + raise ValueError("Expected key tuple length to be 2, got %d" % len(key)) + if not isinstance(key[0], int): + raise TypeError("Key index should be an int") + if not isinstance(key[1], _string_type): + raise TypeError("Key value should be a str") + + def _normalize_key(self, key): + if isinstance(key, _string_type): + key = (0, key) + elif isinstance(key, tuple): + self._verify_key_tuple(key) + else: + raise TypeError("Expected key to be a str or tuple, got %s" % type(key)) + return key + + def __setitem__(self, key, value): + if isinstance(key, _string_type): + key = (self.__kcount[key], key) + self.__omap.append(key) + elif isinstance(key, tuple): + self._verify_key_tuple(key) + if key not in self: + raise KeyError("%s doesn't exist" % repr(key)) + else: + raise TypeError("Expected either a str or tuple for key") + super(VDFDict, self).__setitem__(key, value) + self.__kcount[key[1]] += 1 + + def __getitem__(self, key): + return super(VDFDict, self).__getitem__(self._normalize_key(key)) + + def __delitem__(self, key): + key = self._normalize_key(key) + result = super(VDFDict, self).__delitem__(key) + + start_idx = self.__omap.index(key) + del self.__omap[start_idx] + + dup_idx, skey = key + self.__kcount[skey] -= 1 + tail_count = self.__kcount[skey] - dup_idx + + if tail_count > 0: + for idx in _range(start_idx, len(self.__omap)): + if self.__omap[idx][1] == skey: + oldkey = self.__omap[idx] + newkey = (dup_idx, skey) + super(VDFDict, self).__setitem__(newkey, self[oldkey]) + super(VDFDict, self).__delitem__(oldkey) + self.__omap[idx] = newkey + + dup_idx += 1 + tail_count -= 1 + if tail_count == 0: + break + + if self.__kcount[skey] == 0: + del self.__kcount[skey] + + return result + + def __iter__(self): + return iter(self.iterkeys()) + + def __contains__(self, key): + return super(VDFDict, self).__contains__(self._normalize_key(key)) + + def __eq__(self, other): + if isinstance(other, VDFDict): + return list(self.items()) == list(other.items()) + else: + return False + + def __ne__(self, other): + return not self.__eq__(other) + + def clear(self): + super(VDFDict, self).clear() + self.__kcount.clear() + self.__omap = list() + + def get(self, key, *args): + return super(VDFDict, self).get(self._normalize_key(key), *args) + + def setdefault(self, key, default=None): + if key not in self: + self.__setitem__(key, default) + return self.__getitem__(key) + + def pop(self, key): + key = self._normalize_key(key) + value = self.__getitem__(key) + self.__delitem__(key) + return value + + def popitem(self): + if not self.__omap: + raise KeyError("VDFDict is empty") + key = self.__omap[-1] + return key[1], self.pop(key) + + def update(self, data=None, **kwargs): + if isinstance(data, dict): + data = data.items() + elif not isinstance(data, list): + raise TypeError("Expected data to be a list or dict, got %s" % type(data)) + + for key, value in data: + self.__setitem__(key, value) + + def iterkeys(self): + return (key[1] for key in self.__omap) + + def keys(self): + return _kView(self) + + def itervalues(self): + return (self[key] for key in self.__omap) + + def values(self): + return _vView(self) + + def iteritems(self): + return ((key[1], self[key]) for key in self.__omap) + + def items(self): + return _iView(self) + + def get_all_for(self, key): + """ Returns all values of the given key """ + if not isinstance(key, _string_type): + raise TypeError("Key needs to be a string.") + return [self[(idx, key)] for idx in _range(self.__kcount[key])] + + def remove_all_for(self, key): + """ Removes all items with the given key """ + if not isinstance(key, _string_type): + raise TypeError("Key need to be a string.") + + for idx in _range(self.__kcount[key]): + super(VDFDict, self).__delitem__((idx, key)) + + self.__omap = list(filter(lambda x: x[1] != key, self.__omap)) + + del self.__kcount[key] + + def has_duplicates(self): + """ + Returns ``True`` if the dict contains keys with duplicates. + Recurses through any all keys with value that is ``VDFDict``. + """ + for n in getattr(self.__kcount, _iter_values)(): + if n != 1: + return True + + def dict_recurse(obj): + for v in getattr(obj, _iter_values)(): + if isinstance(v, VDFDict) and v.has_duplicates(): + return True + elif isinstance(v, dict): + return dict_recurse(v) + return False + + return dict_recurse(self) diff --git a/Evolve_goldberg/sdk_includes/isteamapplist.h b/Evolve_goldberg/sdk_includes/isteamapplist.h index bde7a35..5061729 100644 --- a/Evolve_goldberg/sdk_includes/isteamapplist.h +++ b/Evolve_goldberg/sdk_includes/isteamapplist.h @@ -11,7 +11,6 @@ #endif #include "steam_api_common.h" -#include "steamtypes.h" //----------------------------------------------------------------------------- // Purpose: This is a restricted interface that can only be used by previously approved apps, @@ -52,16 +51,18 @@ STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamAppList *, SteamAppList, STEAMAPPLIS // Purpose: Sent when a new app is installed //--------------------------------------------------------------------------------- STEAM_CALLBACK_BEGIN( SteamAppInstalled_t, k_iSteamAppListCallbacks + 1 ) - STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs -STEAM_CALLBACK_END(1) +STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs +STEAM_CALLBACK_MEMBER( 1, int, m_iInstallFolderIndex ) // library folder the app is installed +STEAM_CALLBACK_END( 2 ) //--------------------------------------------------------------------------------- // Purpose: Sent when an app is uninstalled //--------------------------------------------------------------------------------- STEAM_CALLBACK_BEGIN( SteamAppUninstalled_t, k_iSteamAppListCallbacks + 2 ) - STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs -STEAM_CALLBACK_END(1) +STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs +STEAM_CALLBACK_MEMBER( 1, int, m_iInstallFolderIndex ) // library folder the app was installed +STEAM_CALLBACK_END(2) #pragma pack( pop ) diff --git a/Evolve_goldberg/sdk_includes/isteamcontroller.h b/Evolve_goldberg/sdk_includes/isteamcontroller.h index 53d391f..7a8e99d 100644 --- a/Evolve_goldberg/sdk_includes/isteamcontroller.h +++ b/Evolve_goldberg/sdk_includes/isteamcontroller.h @@ -410,6 +410,11 @@ enum EControllerActionOrigin k_EControllerActionOrigin_PS5_Gyro_Yaw, k_EControllerActionOrigin_PS5_Gyro_Roll, + k_EControllerActionOrigin_XBoxOne_LeftGrip_Lower, + k_EControllerActionOrigin_XBoxOne_LeftGrip_Upper, + k_EControllerActionOrigin_XBoxOne_RightGrip_Lower, + k_EControllerActionOrigin_XBoxOne_RightGrip_Upper, + k_EControllerActionOrigin_XBoxOne_Share, k_EControllerActionOrigin_Count, // If Steam has added support for new controllers origins will go here. k_EControllerActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits. @@ -635,7 +640,7 @@ class ISteamController virtual void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; //----------------------------------------------------------------------------- - // Utility functions availible without using the rest of Steam Input API + // Utility functions available without using the rest of Steam Input API //----------------------------------------------------------------------------- // Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode diff --git a/Evolve_goldberg/sdk_includes/isteamgameserver.h b/Evolve_goldberg/sdk_includes/isteamgameserver.h index 500710c..a73d70f 100644 --- a/Evolve_goldberg/sdk_includes/isteamgameserver.h +++ b/Evolve_goldberg/sdk_includes/isteamgameserver.h @@ -91,14 +91,23 @@ class ISteamGameServer /// Set name of map to report in the server browser /// - /// @see k_cbMaxGameServerName + /// @see k_cbMaxGameServerMapName virtual void SetMapName( const char *pszMapName ) = 0; /// Let people know if your server will require a password virtual void SetPasswordProtected( bool bPasswordProtected ) = 0; - /// Spectator server. The default value is zero, meaning the service - /// is not used. + /// Spectator server port to advertise. The default value is zero, meaning the + /// service is not used. If your server receives any info requests on the LAN, + /// this is the value that will be placed into the reply for such local queries. + /// + /// This is also the value that will be advertised by the master server. + /// The only exception is if your server is using a FakeIP. Then then the second + /// fake port number (index 1) assigned to your server will be listed on the master + /// server as the spectator port, if you set this value to any nonzero value. + /// + /// This function merely controls the values that are advertised -- it's up to you to + /// configure the server to actually listen on this port and handle any spectator traffic virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0; /// Name of the spectator server. (Only used if spectator port is nonzero.) @@ -120,8 +129,6 @@ class ISteamGameServer /// Sets a string defining the "gamedata" for this server, this is optional, but if it is set /// it allows users to filter in the matchmaking/server-browser interfaces based on the value - /// don't set this unless it actually changes, its only uploaded to the master once (when - /// acknowledged) /// /// @see k_cbMaxGameServerGameData virtual void SetGameData( const char *pchGameData ) = 0; @@ -129,42 +136,20 @@ class ISteamGameServer /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region virtual void SetRegion( const char *pszRegion ) = 0; + /// Indicate whether you wish to be listed on the master server list + /// and/or respond to server browser / LAN discovery packets. + /// The server starts with this value set to false. You should set all + /// relevant server parameters before enabling advertisement on the server. + /// + /// (This function used to be named EnableHeartbeats, so if you are wondering + /// where that function went, it's right here. It does the same thing as before, + /// the old name was just confusing.) + virtual void SetAdvertiseServerActive( bool bActive ) = 0; + // -// Player list management / authentication +// Player list management / authentication. // - // Handles receiving a new connection from a Steam user. This call will ask the Steam - // servers to validate the users identity, app ownership, and VAC status. If the Steam servers - // are off-line, then it will validate the cached ticket itself which will validate app ownership - // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection() - // and must then be sent up to the game server for authentication. - // - // Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL - // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication - // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call) - virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; - - // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. - // - // Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect() - // when this user leaves the server just like you would for a real user. - virtual CSteamID CreateUnauthenticatedUserConnection() = 0; - - // Should be called whenever a user leaves our game server, this lets Steam internally - // track which users are currently on which servers for the purposes of preventing a single - // account being logged into multiple servers, showing who is currently on a server, etc. - virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0; - - // Update the data to be displayed in the server browser and matchmaking interfaces for a user - // currently connected to the server. For regular users you must call this after you receive a - // GSUserValidationSuccess callback. - // - // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) - virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; - - // New auth system APIs - do not mix with the old auth system APIs. - // ---------------------------------------------------------------- - // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ). // pcbTicket retrieves the length of the actual ticket. virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; @@ -199,13 +184,10 @@ class ISteamGameServer // connect to virtual SteamIPAddress_t GetPublicIP() = 0; -// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own -// socket to talk to the master server on, it lets the game use its socket to forward messages -// back and forth. This prevents us from requiring server ops to open up yet another port -// in their firewalls. -// -// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001 - +// Server browser related query packet processing for shared socket mode. These are used +// when you pass STEAMGAMESERVER_QUERY_PORT_SHARED as the query port to SteamGameServer_Init. +// IP address and port are in host order, i.e 127.0.0.1 == 0x7f000001 + // These are used when you've elected to multiplex the game server's UDP socket // rather than having the master server updater use its own sockets. // @@ -223,21 +205,9 @@ class ISteamGameServer virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; // -// Control heartbeats / advertisement with master server +// Server clan association // - // Call this as often as you like to tell the master server updater whether or not - // you want it to be active (default: off). - virtual void EnableHeartbeats( bool bActive ) = 0; - - // You usually don't need to modify this. - // Pass -1 to use the default value for iHeartbeatInterval. - // Some mods change this. - virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0; - - // Force a heartbeat to steam at the next opportunity - virtual void ForceHeartbeat() = 0; - // associate this game server with this clan for the purposes of computing player compat STEAM_CALL_RESULT( AssociateWithClanResult_t ) virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0; @@ -246,9 +216,57 @@ class ISteamGameServer STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t ) virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; + + + + // Handles receiving a new connection from a Steam user. This call will ask the Steam + // servers to validate the users identity, app ownership, and VAC status. If the Steam servers + // are off-line, then it will validate the cached ticket itself which will validate app ownership + // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection() + // and must then be sent up to the game server for authentication. + // + // Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL + // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication + // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call) + // + // DEPRECATED! This function will be removed from the SDK in an upcoming version. + // Please migrate to BeginAuthSession and related functions. + //virtual bool SendUserConnectAndAuthenticate_DEPRECATED( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; + virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; + + // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. + // + // Return Value: Returns a SteamID for the user to be tracked with, you should call EndAuthSession() + // when this user leaves the server just like you would for a real user. + virtual CSteamID CreateUnauthenticatedUserConnection() = 0; + + // Should be called whenever a user leaves our game server, this lets Steam internally + // track which users are currently on which servers for the purposes of preventing a single + // account being logged into multiple servers, showing who is currently on a server, etc. + // + // DEPRECATED! This function will be removed from the SDK in an upcoming version. + // Please migrate to BeginAuthSession and related functions. + //virtual void SendUserDisconnect_DEPRECATED( CSteamID steamIDUser ) = 0; + virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0; + + // Update the data to be displayed in the server browser and matchmaking interfaces for a user + // currently connected to the server. For regular users you must call this after you receive a + // GSUserValidationSuccess callback. + // + // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) + virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; + +// Deprecated functions. These will be removed in a future version of the SDK. +// If you really need these, please contact us and help us understand what you are +// using them for. + + STEAM_PRIVATE_API( + virtual void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) = 0; + virtual void ForceMasterServerHeartbeat_DEPRECATED() = 0; + ) }; -#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer013" +#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer014" #ifndef STEAM_API_EXPORTS // Global accessor diff --git a/Evolve_goldberg/sdk_includes/isteamgameserver013.h b/Evolve_goldberg/sdk_includes/isteamgameserver013.h new file mode 100644 index 0000000..fdd7711 --- /dev/null +++ b/Evolve_goldberg/sdk_includes/isteamgameserver013.h @@ -0,0 +1,240 @@ + +#ifndef ISTEAMGAMESERVER013_H +#define ISTEAMGAMESERVER013_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamGameServer013 +{ +public: +// +// Basic server data. These properties, if set, must be set before before calling LogOn. They +// may not be changed after logged in. +// + + /// This is called by SteamGameServer_Init, and you will usually not need to call it directly + STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; ) + + /// Game product identifier. This is currently used by the master server for version checking purposes. + /// It's a required field, but will eventually will go away, and the AppID will be used for this purpose. + virtual void SetProduct( const char *pszProduct ) = 0; + + /// Description of the game. This is a required field and is displayed in the steam server browser....for now. + /// This is a required field, but it will go away eventually, as the data should be determined from the AppID. + virtual void SetGameDescription( const char *pszGameDescription ) = 0; + + /// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning + /// this application is the original game, not a mod. + /// + /// @see k_cbMaxGameServerGameDir + virtual void SetModDir( const char *pszModDir ) = 0; + + /// Is this is a dedicated server? The default value is false. + virtual void SetDedicatedServer( bool bDedicated ) = 0; + +// +// Login +// + + /// Begin process to login to a persistent game server account + /// + /// You need to register for callbacks to determine the result of this operation. + /// @see SteamServersConnected_t + /// @see SteamServerConnectFailure_t + /// @see SteamServersDisconnected_t + virtual void LogOn( const char *pszToken ) = 0; + + /// Login to a generic, anonymous account. + /// + /// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init, + /// but this is no longer the case. + virtual void LogOnAnonymous() = 0; + + /// Begin process of logging game server out of steam + virtual void LogOff() = 0; + + // status functions + virtual bool BLoggedOn() = 0; + virtual bool BSecure() = 0; + virtual CSteamID GetSteamID() = 0; + + /// Returns true if the master server has requested a restart. + /// Only returns true once per request. + virtual bool WasRestartRequested() = 0; + +// +// Server state. These properties may be changed at any time. +// + + /// Max player count that will be reported to server browser and client queries + virtual void SetMaxPlayerCount( int cPlayersMax ) = 0; + + /// Number of bots. Default value is zero + virtual void SetBotPlayerCount( int cBotplayers ) = 0; + + /// Set the name of server as it will appear in the server browser + /// + /// @see k_cbMaxGameServerName + virtual void SetServerName( const char *pszServerName ) = 0; + + /// Set name of map to report in the server browser + /// + /// @see k_cbMaxGameServerName + virtual void SetMapName( const char *pszMapName ) = 0; + + /// Let people know if your server will require a password + virtual void SetPasswordProtected( bool bPasswordProtected ) = 0; + + /// Spectator server. The default value is zero, meaning the service + /// is not used. + virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0; + + /// Name of the spectator server. (Only used if spectator port is nonzero.) + /// + /// @see k_cbMaxGameServerMapName + virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0; + + /// Call this to clear the whole list of key/values that are sent in rules queries. + virtual void ClearAllKeyValues() = 0; + + /// Call this to add/update a key/value pair. + virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0; + + /// Sets a string defining the "gametags" for this server, this is optional, but if it is set + /// it allows users to filter in the matchmaking/server-browser interfaces based on the value + /// + /// @see k_cbMaxGameServerTags + virtual void SetGameTags( const char *pchGameTags ) = 0; + + /// Sets a string defining the "gamedata" for this server, this is optional, but if it is set + /// it allows users to filter in the matchmaking/server-browser interfaces based on the value + /// don't set this unless it actually changes, its only uploaded to the master once (when + /// acknowledged) + /// + /// @see k_cbMaxGameServerGameData + virtual void SetGameData( const char *pchGameData ) = 0; + + /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region + virtual void SetRegion( const char *pszRegion ) = 0; + +// +// Player list management / authentication +// + + // Handles receiving a new connection from a Steam user. This call will ask the Steam + // servers to validate the users identity, app ownership, and VAC status. If the Steam servers + // are off-line, then it will validate the cached ticket itself which will validate app ownership + // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection() + // and must then be sent up to the game server for authentication. + // + // Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL + // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication + // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call) + virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; + + // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. + // + // Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect() + // when this user leaves the server just like you would for a real user. + virtual CSteamID CreateUnauthenticatedUserConnection() = 0; + + // Should be called whenever a user leaves our game server, this lets Steam internally + // track which users are currently on which servers for the purposes of preventing a single + // account being logged into multiple servers, showing who is currently on a server, etc. + virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0; + + // Update the data to be displayed in the server browser and matchmaking interfaces for a user + // currently connected to the server. For regular users you must call this after you receive a + // GSUserValidationSuccess callback. + // + // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) + virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; + + // New auth system APIs - do not mix with the old auth system APIs. + // ---------------------------------------------------------------- + + // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ). + // pcbTicket retrieves the length of the actual ticket. + virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + + // Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused + // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) + virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; + + // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity + virtual void EndAuthSession( CSteamID steamID ) = 0; + + // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to + virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; + + // After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function + // to determine if the user owns downloadable content specified by the provided AppID. + virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; + + // Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t + // returns false if we're not connected to the steam servers and thus cannot ask + virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0; + + + // these two functions s are deprecated, and will not return results + // they will be removed in a future version of the SDK + virtual void GetGameplayStats( ) = 0; + STEAM_CALL_RESULT( GSReputation_t ) + virtual SteamAPICall_t GetServerReputation() = 0; + + // Returns the public IP of the server according to Steam, useful when the server is + // behind NAT and you want to advertise its IP in a lobby for other clients to directly + // connect to + virtual SteamIPAddress_t GetPublicIP() = 0; + +// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own +// socket to talk to the master server on, it lets the game use its socket to forward messages +// back and forth. This prevents us from requiring server ops to open up yet another port +// in their firewalls. +// +// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001 + + // These are used when you've elected to multiplex the game server's UDP socket + // rather than having the master server updater use its own sockets. + // + // Source games use this to simplify the job of the server admins, so they + // don't have to open up more ports on their firewalls. + + // Call this when a packet that starts with 0xFFFFFFFF comes in. That means + // it's for us. + virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0; + + // AFTER calling HandleIncomingPacket for any packets that came in that frame, call this. + // This gets a packet that the master server updater needs to send out on UDP. + // It returns the length of the packet it wants to send, or 0 if there are no more packets to send. + // Call this each frame until it returns 0. + virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; + +// +// Control heartbeats / advertisement with master server +// + + // Call this as often as you like to tell the master server updater whether or not + // you want it to be active (default: off). + virtual void EnableHeartbeats( bool bActive ) = 0; + + // You usually don't need to modify this. + // Pass -1 to use the default value for iHeartbeatInterval. + // Some mods change this. + virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0; + + // Force a heartbeat to steam at the next opportunity + virtual void ForceHeartbeat() = 0; + + // associate this game server with this clan for the purposes of computing player compat + STEAM_CALL_RESULT( AssociateWithClanResult_t ) + virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0; + + // ask if any of the current players dont want to play with this new player - or vice versa + STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t ) + virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; + +}; + +#endif // ISTEAMGAMESERVER013_H diff --git a/Evolve_goldberg/sdk_includes/isteamhtmlsurface.h b/Evolve_goldberg/sdk_includes/isteamhtmlsurface.h index 5f4a644..c121e63 100644 --- a/Evolve_goldberg/sdk_includes/isteamhtmlsurface.h +++ b/Evolve_goldberg/sdk_includes/isteamhtmlsurface.h @@ -201,7 +201,6 @@ class ISteamHTMLSurface virtual void JSDialogResponse( HHTMLBrowser unBrowserHandle, bool bResult ) = 0; // You MUST call this in response to a HTML_FileOpenDialog_t callback - STEAM_IGNOREATTR() virtual void FileLoadDialogResponse( HHTMLBrowser unBrowserHandle, const char **pchSelectedFiles ) = 0; }; diff --git a/Evolve_goldberg/sdk_includes/isteamhttp001.h b/Evolve_goldberg/sdk_includes/isteamhttp001.h new file mode 100644 index 0000000..6feaa46 --- /dev/null +++ b/Evolve_goldberg/sdk_includes/isteamhttp001.h @@ -0,0 +1,85 @@ + +#ifndef ISTEAMHTTP001_H +#define ISTEAMHTTP001_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamHTTP001 +{ +public: + + // Initializes a new HTTP request, returning a handle to use in further operations on it. Requires + // the method (GET or POST) and the absolute URL for the request. Only http requests (ie, not https) are + // currently supported, so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/ + // or such. + virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0; + + // Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after + // sending the request. This is just so the caller can easily keep track of which callbacks go with which request data. + virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0; + + // Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default + // timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request + // has already been sent. + virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0; + + // Set a request header value for the request, must be called prior to sending the request. Will + // return false if the handle is invalid or the request is already sent. + virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0; + + // Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified + // when creating the request. Must be called prior to sending the request. Will return false if the + // handle is invalid or the request is already sent. + virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0; + + // Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on + // asyncronous response via callback. + // + // Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control + // header and only do a local cache lookup rather than sending any actual remote request. + virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0; + + // Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move + // the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent. + virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move + // the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent. + virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also + // returns the size of the header value if present so the caller and allocate a correctly sized buffer for + // GetHTTPResponseHeaderValue. + virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0; + + // Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // header is not present or if your buffer is too small to contain it's value. You should first call + // BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed. + virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0; + + // Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // handle is invalid. + virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0; + + // Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // handle is invalid or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out + // the correct buffer size to use. + virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0; + + // Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t + // callback and finishing using the response. + virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Gets progress on downloading the body for the request. This will be zero unless a response header has already been + // received which included a content-length field. For responses that contain no content-length it will report + // zero for the duration of the request as the size is unknown until the connection closes. + virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0; + + // Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params + // have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType + // parameter will set the content-type header for the request so the server may know how to interpret the body. + virtual bool SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) = 0; +}; + +#endif // ISTEAMHTTP001_H diff --git a/Evolve_goldberg/sdk_includes/isteamhttp002.h b/Evolve_goldberg/sdk_includes/isteamhttp002.h new file mode 100644 index 0000000..96f5c25 --- /dev/null +++ b/Evolve_goldberg/sdk_includes/isteamhttp002.h @@ -0,0 +1,124 @@ + +#ifndef ISTEAMHTTP002_H +#define ISTEAMHTTP002_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamHTTP002 +{ +public: + + // Initializes a new HTTP request, returning a handle to use in further operations on it. Requires + // the method (GET or POST) and the absolute URL for the request. Both http and https are supported, + // so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/ + // or such. + virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0; + + // Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after + // sending the request. This is just so the caller can easily keep track of which callbacks go with which request data. + virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0; + + // Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default + // timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request + // has already been sent. + virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0; + + // Set a request header value for the request, must be called prior to sending the request. Will + // return false if the handle is invalid or the request is already sent. + virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0; + + // Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified + // when creating the request. Must be called prior to sending the request. Will return false if the + // handle is invalid or the request is already sent. + virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0; + + // Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on + // asynchronous response via callback. + // + // Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control + // header and only do a local cache lookup rather than sending any actual remote request. + virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0; + + // Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on + // asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and + // HTTPRequestDataReceived_t callbacks while streaming. + virtual bool SendHTTPRequestAndStreamResponse( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0; + + // Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move + // the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent. + virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move + // the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent. + virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also + // returns the size of the header value if present so the caller and allocate a correctly sized buffer for + // GetHTTPResponseHeaderValue. + virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0; + + // Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // header is not present or if your buffer is too small to contain it's value. You should first call + // BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed. + virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0; + + // Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // handle is invalid. + virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0; + + // Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // handle is invalid or is to a streaming response, or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out + // the correct buffer size to use. + virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0; + + // Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the + // handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset + // do not match the size and offset sent in HTTPRequestDataReceived_t. + virtual bool GetHTTPStreamingResponseBodyData( HTTPRequestHandle hRequest, uint32 cOffset, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0; + + // Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t + // callback and finishing using the response. + virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Gets progress on downloading the body for the request. This will be zero unless a response header has already been + // received which included a content-length field. For responses that contain no content-length it will report + // zero for the duration of the request as the size is unknown until the connection closes. + virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0; + + // Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params + // have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType + // parameter will set the content-type header for the request so the server may know how to interpret the body. + virtual bool SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) = 0; + + // Creates a cookie container handle which you must later free with ReleaseCookieContainer(). If bAllowResponsesToModify=true + // than any response to your requests using this cookie container may add new cookies which may be transmitted with + // future requests. If bAllowResponsesToModify=false than only cookies you explicitly set will be sent. This API is just for + // during process lifetime, after steam restarts no cookies are persisted and you have no way to access the cookie container across + // repeat executions of your process. + virtual HTTPCookieContainerHandle CreateCookieContainer( bool bAllowResponsesToModify ) = 0; + + // Release a cookie container you are finished using, freeing it's memory + virtual bool ReleaseCookieContainer( HTTPCookieContainerHandle hCookieContainer ) = 0; + + // Adds a cookie to the specified cookie container that will be used with future requests. + virtual bool SetCookie( HTTPCookieContainerHandle hCookieContainer, const char *pchHost, const char *pchUrl, const char *pchCookie ) = 0; + + // Set the cookie container to use for a HTTP request + virtual bool SetHTTPRequestCookieContainer( HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ) = 0; + + // Set the extra user agent info for a request, this doesn't clobber the normal user agent, it just adds the extra info on the end + virtual bool SetHTTPRequestUserAgentInfo( HTTPRequestHandle hRequest, const char *pchUserAgentInfo ) = 0; + + // Set that https request should require verified SSL certificate via machines certificate trust store + virtual bool SetHTTPRequestRequiresVerifiedCertificate( HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ) = 0; + + // Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout + // which can bump everytime we get more data + virtual bool SetHTTPRequestAbsoluteTimeoutMS( HTTPRequestHandle hRequest, uint32 unMilliseconds ) = 0; + + // Check if the reason the request failed was because we timed it out (rather than some harder failure) + virtual bool GetHTTPRequestWasTimedOut( HTTPRequestHandle hRequest, bool *pbWasTimedOut ) = 0; +}; + +#endif // ISTEAMHTTP002_H diff --git a/Evolve_goldberg/sdk_includes/isteaminput.h b/Evolve_goldberg/sdk_includes/isteaminput.h index 0d1192c..568c778 100644 --- a/Evolve_goldberg/sdk_includes/isteaminput.h +++ b/Evolve_goldberg/sdk_includes/isteaminput.h @@ -228,11 +228,11 @@ enum EInputActionOrigin k_EInputActionOrigin_XBoxOne_DPad_West, k_EInputActionOrigin_XBoxOne_DPad_East, k_EInputActionOrigin_XBoxOne_DPad_Move, - k_EInputActionOrigin_XBoxOne_Reserved1, - k_EInputActionOrigin_XBoxOne_Reserved2, - k_EInputActionOrigin_XBoxOne_Reserved3, - k_EInputActionOrigin_XBoxOne_Reserved4, - k_EInputActionOrigin_XBoxOne_Reserved5, + k_EInputActionOrigin_XBoxOne_LeftGrip_Lower, + k_EInputActionOrigin_XBoxOne_LeftGrip_Upper, + k_EInputActionOrigin_XBoxOne_RightGrip_Lower, + k_EInputActionOrigin_XBoxOne_RightGrip_Upper, + k_EInputActionOrigin_XBoxOne_Share, // Xbox Series X controllers only k_EInputActionOrigin_XBoxOne_Reserved6, k_EInputActionOrigin_XBoxOne_Reserved7, k_EInputActionOrigin_XBoxOne_Reserved8, @@ -472,6 +472,20 @@ enum ESteamControllerPad k_ESteamControllerPad_Right }; +enum EControllerHapticLocation +{ + k_EControllerHapticLocation_Left = ( 1 << k_ESteamControllerPad_Left ), + k_EControllerHapticLocation_Right = ( 1 << k_ESteamControllerPad_Right ), + k_EControllerHapticLocation_Both = ( 1 << k_ESteamControllerPad_Left | 1 << k_ESteamControllerPad_Right ), +}; + +enum EControllerHapticType +{ + k_EControllerHapticType_Off, + k_EControllerHapticType_Tick, + k_EControllerHapticType_Click, +}; + enum ESteamInputType { k_ESteamInputType_Unknown, @@ -492,6 +506,16 @@ enum ESteamInputType k_ESteamInputType_MaximumPossibleValue = 255, }; +// Individual values are used by the GetSessionInputConfigurationSettings bitmask +enum ESteamInputConfigurationEnableType +{ + k_ESteamInputConfigurationEnableType_None = 0x0000, + k_ESteamInputConfigurationEnableType_Playstation = 0x0001, + k_ESteamInputConfigurationEnableType_Xbox = 0x0002, + k_ESteamInputConfigurationEnableType_Generic = 0x0004, + k_ESteamInputConfigurationEnableType_Switch = 0x0008, +}; + // These values are passed into SetLEDColor enum ESteamInputLEDFlag { @@ -501,11 +525,24 @@ enum ESteamInputLEDFlag k_ESteamInputLEDFlag_RestoreUserDefault }; +// These values are passed into GetGlyphPNGForActionOrigin +enum ESteamInputGlyphSize +{ + k_ESteamInputGlyphSize_Small, + k_ESteamInputGlyphSize_Medium, + k_ESteamInputGlyphSize_Large, +}; + +enum ESteamInputActionEventType +{ + ESteamInputActionEventType_DigitalAction, + ESteamInputActionEventType_AnalogAction, +}; + // InputHandle_t is used to refer to a specific controller. // This handle will consistently identify a controller, even if it is disconnected and re-connected typedef uint64 InputHandle_t; - // These handles are used to refer to a specific in-game action or action set // All action handles should be queried during initialization for performance reasons typedef uint64 InputActionSetHandle_t; @@ -554,8 +591,29 @@ struct InputMotionData_t float rotVelZ; }; +//----------------------------------------------------------------------------- +// Purpose: when callbacks are enabled this fires each time a controller action +// state changes +//----------------------------------------------------------------------------- +struct SteamInputActionEvent_t +{ + InputHandle_t controllerHandle; + ESteamInputActionEventType eEventType; + union { + struct { + InputAnalogActionHandle_t actionHandle; + InputAnalogActionData_t analogActionData; + } analogAction; + struct { + InputDigitalActionHandle_t actionHandle; + InputDigitalActionData_t digitalActionData; + } digitalAction; + }; +}; + #pragma pack( pop ) +typedef void ( *SteamInputActionEventCallbackPointer )( SteamInputActionEvent_t * ); //----------------------------------------------------------------------------- // Purpose: Steam Input API @@ -564,15 +622,33 @@ class ISteamInput { public: - // Init and Shutdown must be called when starting/ending use of this interface - virtual bool Init() = 0; + // Init and Shutdown must be called when starting/ending use of this interface. + // if bExplicitlyCallRunFrame is called then you will need to manually call RunFrame + // each frame, otherwise Steam Input will updated when SteamAPI_RunCallbacks() is called + virtual bool Init( bool bExplicitlyCallRunFrame ) = 0; virtual bool Shutdown() = 0; - // Synchronize API state with the latest Steam Controller inputs available. This + // Set the absolute path to the Input Action Manifest file containing the in-game actions + // and file paths to the official configurations. Used in games that bundle Steam Input + // configurations inside of the game depot instead of using the Steam Workshop + virtual bool SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath ) = 0; + + // Synchronize API state with the latest Steam Input action data available. This // is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest - // possible latency, you call this directly before reading controller state. This must - // be called from somewhere before GetConnectedControllers will return any handles - virtual void RunFrame() = 0; + // possible latency, you call this directly before reading controller state. + // Note: This must be called from somewhere before GetConnectedControllers will + // return any handles + virtual void RunFrame( bool bReservedValue = true ) = 0; + + // Waits on an IPC event from Steam sent when there is new data to be fetched from + // the data drop. Returns true when data was recievied before the timeout expires. + // Useful for games with a dedicated input thread + virtual bool BWaitForData( bool bWaitForever, uint32 unTimeout ) = 0; + + // Returns true if new data has been received since the last time action data was accessed + // via GetDigitalActionData or GetAnalogActionData. The game will still need to call + // SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream + virtual bool BNewDataAvailable() = 0; // Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via // the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam. @@ -580,6 +656,32 @@ class ISteamInput // Returns the number of handles written to handlesOut virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0; + //----------------------------------------------------------------------------- + // CALLBACKS + //----------------------------------------------------------------------------- + + // Controller configuration loaded - these callbacks will always fire if you have + // a handler. Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + STEAM_CALL_BACK( SteamInputConfigurationLoaded_t ) + + // Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks. + // Each controller that is already connected will generate a device connected + // callback when you enable them + virtual void EnableDeviceCallbacks() = 0; + + // Controller Connected - provides info about a single newly connected controller + // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + STEAM_CALL_BACK( SteamInputDeviceConnected_t ) + + // Controller Disconnected - provides info about a single disconnected controller + // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + STEAM_CALL_BACK( SteamInputDeviceDisconnected_t ) + + // Enable SteamInputActionEvent_t callbacks. Directly calls your callback function + // for lower latency than standard Steam callbacks. Supports one callback at a time. + // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + virtual void EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback ) = 0; + //----------------------------------------------------------------------------- // ACTION SETS //----------------------------------------------------------------------------- @@ -597,8 +699,9 @@ class ISteamInput virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0; + // Enumerate currently active layers. - // handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles + // handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of InputActionSetHandle_t handles // Returns the number of handles written to handlesOut virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0; @@ -617,6 +720,9 @@ class ISteamInput // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; + // Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle + virtual const char *GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle ) = 0; + // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0; @@ -627,13 +733,22 @@ class ISteamInput // originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; - - // Get a local path to art for on-screen glyph for a particular origin - virtual const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) = 0; + + // Get a local path to a PNG file for the provided origin's glyph. + virtual const char *GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) = 0; + + // Get a local path to a SVG file for the provided origin's glyph. + virtual const char *GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags ) = 0; + + // Get a local path to an older, Big Picture Mode-style PNG file for a particular origin + virtual const char *GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin ) = 0; // Returns a localized string (from Steam's language setting) for the specified origin. virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0; + // Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle + virtual const char *GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle ) = 0; + // Stop analog momentum for the action if it is a mouse action in trackball mode virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0; @@ -647,20 +762,26 @@ class ISteamInput // Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0; + // Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers + virtual void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) = 0; + + // Send a haptic pulse, works on Steam Deck and Steam Controller devices + virtual void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) = 0; + // Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle // the behavior on exit of your program so you don't need to try restore the default as you are shutting down virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; // Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead. // Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc). - virtual void TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; + virtual void Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; // Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead. // nFlags is currently unused and reserved for future use. - virtual void TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; + virtual void Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; //----------------------------------------------------------------------------- - // Utility functions availible without using the rest of Steam Input API + // Utility functions available without using the rest of Steam Input API //----------------------------------------------------------------------------- // Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode @@ -699,12 +820,64 @@ class ISteamInput // Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it // See isteamremoteplay.h for more information on Steam Remote Play sessions virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0; + + // Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.? + // Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration + virtual uint16 GetSessionInputConfigurationSettings() = 0; }; -#define STEAMINPUT_INTERFACE_VERSION "SteamInput002" +#define STEAMINPUT_INTERFACE_VERSION "SteamInput005" // Global interface accessor inline ISteamInput *SteamInput(); STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInput *, SteamInput, STEAMINPUT_INTERFACE_VERSION ); +#if defined( VALVE_CALLBACK_PACK_SMALL ) +#pragma pack( push, 4 ) +#elif defined( VALVE_CALLBACK_PACK_LARGE ) +#pragma pack( push, 8 ) +#else +#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx +#endif + +//----------------------------------------------------------------------------- +// Purpose: called when a new controller has been connected, will fire once +// per controller if multiple new controllers connect in the same frame +//----------------------------------------------------------------------------- +struct SteamInputDeviceConnected_t +{ + enum { k_iCallback = k_iSteamControllerCallbacks + 1 }; + InputHandle_t m_ulConnectedDeviceHandle; // Handle for device +}; + +//----------------------------------------------------------------------------- +// Purpose: called when a new controller has been connected, will fire once +// per controller if multiple new controllers connect in the same frame +//----------------------------------------------------------------------------- +struct SteamInputDeviceDisconnected_t +{ + enum { k_iCallback = k_iSteamControllerCallbacks + 2 }; + InputHandle_t m_ulDisconnectedDeviceHandle; // Handle for device +}; + +//----------------------------------------------------------------------------- +// Purpose: called when a controller configuration has been loaded, will fire once +// per controller per focus change for Steam Input enabled controllers +//----------------------------------------------------------------------------- +struct SteamInputConfigurationLoaded_t +{ + enum { k_iCallback = k_iSteamControllerCallbacks + 3 }; + AppId_t m_unAppID; + InputHandle_t m_ulDeviceHandle; // Handle for device + CSteamID m_ulMappingCreator; // May differ from local user when using + // an unmodified community or official config + uint32 m_unMajorRevision; // Binding revision from In-game Action File. + // Same value as queried by GetDeviceBindingRevision + uint32 m_unMinorRevision; + bool m_bUsesSteamInputAPI; // Does the configuration contain any Analog/Digital actions? + bool m_bUsesGamepadAPI; // Does the configuration contain any Xinput bindings? +}; + +#pragma pack( pop ) + #endif // ISTEAMINPUT_H \ No newline at end of file diff --git a/Evolve_goldberg/sdk_includes/isteaminput002.h b/Evolve_goldberg/sdk_includes/isteaminput002.h new file mode 100644 index 0000000..dc16b0d --- /dev/null +++ b/Evolve_goldberg/sdk_includes/isteaminput002.h @@ -0,0 +1,149 @@ + +#ifndef ISTEAMINPUT002_H +#define ISTEAMINPUT002_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamInput002 +{ +public: + + // Init and Shutdown must be called when starting/ending use of this interface + virtual bool Init() = 0; + virtual bool Shutdown() = 0; + + // Synchronize API state with the latest Steam Controller inputs available. This + // is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest + // possible latency, you call this directly before reading controller state. This must + // be called from somewhere before GetConnectedControllers will return any handles + virtual void RunFrame() = 0; + + // Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via + // the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam. + // handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles + // Returns the number of handles written to handlesOut + virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0; + + //----------------------------------------------------------------------------- + // ACTION SETS + //----------------------------------------------------------------------------- + + // Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls. + virtual InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0; + + // Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive') + // This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in + // your state loops, instead of trying to place it in all of your state transitions. + virtual void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) = 0; + virtual InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle ) = 0; + + // ACTION SET LAYERS + virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; + virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; + virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0; + // Enumerate currently active layers. + // handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles + // Returns the number of handles written to handlesOut + virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0; + + //----------------------------------------------------------------------------- + // ACTIONS + //----------------------------------------------------------------------------- + + // Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls. + virtual InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0; + + // Returns the current state of the supplied digital game action + virtual InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ) = 0; + + // Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. + // originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to + // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. + virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; + + // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. + virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0; + + // Returns the current state of these supplied analog game action + virtual InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ) = 0; + + // Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. + // originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to + // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. + virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; + + // Get a local path to art for on-screen glyph for a particular origin + virtual const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) = 0; + + // Returns a localized string (from Steam's language setting) for the specified origin. + virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0; + + // Stop analog momentum for the action if it is a mouse action in trackball mode + virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0; + + // Returns raw motion data from the specified device + virtual InputMotionData_t GetMotionData( InputHandle_t inputHandle ) = 0; + + //----------------------------------------------------------------------------- + // OUTPUTS + //----------------------------------------------------------------------------- + + // Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers + virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0; + + // Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle + // the behavior on exit of your program so you don't need to try restore the default as you are shutting down + virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; + + // Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead. + // Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc). + virtual void TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; + + // Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead. + // nFlags is currently unused and reserved for future use. + virtual void TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; + + //----------------------------------------------------------------------------- + // Utility functions availible without using the rest of Steam Input API + //----------------------------------------------------------------------------- + + // Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode + // If the user is not in Big Picture Mode it will open up the binding in a new window + virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0; + + // Returns the input type for a particular handle - unlike EInputActionOrigin which update with Steam and may return unrecognized values + // ESteamInputType will remain static and only return valid values from your SDK version + virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0; + + // Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions + // to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input + virtual InputHandle_t GetControllerForGamepadIndex( int nIndex ) = 0; + + // Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index + virtual int GetGamepadIndexForController( InputHandle_t ulinputHandle ) = 0; + + // Returns a localized string (from Steam's language setting) for the specified Xbox controller origin. + virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0; + + // Get a local path to art for on-screen glyph for a particular Xbox controller origin + virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0; + + // Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for + // non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration + virtual EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) = 0; + + // Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None + // When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned + // ex: if a Playstation 5 controller was released this function would return Playstation 4 origins. + virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) = 0; + + // Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device + virtual bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0; + + // Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it + // See isteamremoteplay.h for more information on Steam Remote Play sessions + virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0; +}; + +#endif //ISTEAMINPUT002_H diff --git a/Evolve_goldberg/sdk_includes/isteamnetworkingsockets.h b/Evolve_goldberg/sdk_includes/isteamnetworkingsockets.h index 8979ddf..2c6814e 100644 --- a/Evolve_goldberg/sdk_includes/isteamnetworkingsockets.h +++ b/Evolve_goldberg/sdk_includes/isteamnetworkingsockets.h @@ -19,10 +19,13 @@ class ISteamNetworkingSignalingRecvContext; /// Lower level networking API. /// /// - Connection-oriented API (like TCP, not UDP). When sending and receiving -/// messages, a connection handle is used. (For a UDP-style interface, see -/// ISteamNetworkingMessages.) In this TCP-style interface, the "server" will -/// "listen" on a "listen socket." A "client" will "connect" to the server, -/// and the server will "accept" the connection. +/// messages, a connection handle is used. (For a UDP-style interface, where +/// the peer is identified by their address with each send/recv call, see +/// ISteamNetworkingMessages.) The typical pattern is for a "server" to "listen" +/// on a "listen socket." A "client" will "connect" to the server, and the +/// server will "accept" the connection. If you have a symmetric situation +/// where either peer may initiate the connection and server/client roles are +/// not clearly defined, check out k_ESteamNetworkingConfig_SymmetricConnect. /// - But unlike TCP, it's message-oriented, not stream-oriented. /// - Mix of reliable and unreliable messages /// - Fragmentation and reassembly @@ -196,7 +199,23 @@ class ISteamNetworkingSockets /// Set connection user data. the data is returned in the following places /// - You can query it using GetConnectionUserData. /// - The SteamNetworkingmessage_t structure. - /// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.) + /// - The SteamNetConnectionInfo_t structure. + /// (Which is a member of SteamNetConnectionStatusChangedCallback_t -- but see WARNINGS below!!!!) + /// + /// Do you need to set this atomically when the connection is created? + /// See k_ESteamNetworkingConfig_ConnectionUserData. + /// + /// WARNING: Be *very careful* when using the value provided in callbacks structs. + /// Callbacks are queued, and the value that you will receive in your + /// callback is the userdata that was effective at the time the callback + /// was queued. There are subtle race conditions that can happen if you + /// don't understand this! + /// + /// If any incoming messages for this connection are queued, the userdata + /// field is updated, so that when when you receive messages (e.g. with + /// ReceiveMessagesOnConnection), they will always have the very latest + /// userdata. So the tricky race conditions that can happen with callbacks + /// do not apply to retrieving messages. /// /// Returns false if the handle is invalid. virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0; @@ -262,7 +281,7 @@ class ISteamNetworkingSockets /// m_pData at your buffer and set the callback to the appropriate function /// to free it. Note that if you use your own buffer, it MUST remain valid /// until the callback is executed. And also note that your callback can be - /// invoked at ant time from any thread (perhaps even before SendMessages + /// invoked at any time from any thread (perhaps even before SendMessages /// returns!), so it MUST be fast and threadsafe. /// /// You MUST also fill in: @@ -658,15 +677,15 @@ class ISteamNetworkingSockets /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; -// -// Certificate provision by the application. On Steam, we normally handle all this automatically -// and you will not need to use these advanced functions. -// + // + // Certificate provision by the application. On Steam, we normally handle all this automatically + // and you will not need to use these advanced functions. + // /// Get blob that describes a certificate request. You can send this to your game coordinator. /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required - /// size. (256 bytes is a very conservative estimate.) + /// size. (512 bytes is a conservative estimate.) /// /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0; diff --git a/Evolve_goldberg/sdk_includes/isteamnetworkingsockets009.h b/Evolve_goldberg/sdk_includes/isteamnetworkingsockets009.h new file mode 100644 index 0000000..fbef0d5 --- /dev/null +++ b/Evolve_goldberg/sdk_includes/isteamnetworkingsockets009.h @@ -0,0 +1,653 @@ + +#ifndef ISTEAMNETWORKINGSOCKETS009 +#define ISTEAMNETWORKINGSOCKETS009 + + +class ISteamNetworkingSockets009 +{ +public: + + /// Creates a "server" socket that listens for clients to connect to by + /// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6) + /// + /// You must select a specific local port to listen on and set it + /// the port field of the local address. + /// + /// Usually you will set the IP portion of the address to zero (SteamNetworkingIPAddr::Clear()). + /// This means that you will not bind to any particular local interface (i.e. the same + /// as INADDR_ANY in plain socket code). Furthermore, if possible the socket will be bound + /// in "dual stack" mode, which means that it can accept both IPv4 and IPv6 client connections. + /// If you really do wish to bind a particular interface, then set the local address to the + /// appropriate IPv4 or IPv6 IP. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + /// + /// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t + /// will be posted. The connection will be in the connecting state. + virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Creates a connection and begins talking to a "server" over UDP at the + /// given IPv4 or IPv6 address. The remote host must be listening with a + /// matching call to CreateListenSocketIP on the specified port. + /// + /// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start + /// connecting, and then another one on either timeout or successful connection. + /// + /// If the server does not have any identity configured, then their network address + /// will be the only identity in use. Or, the network host may provide a platform-specific + /// identity with or without a valid certificate to authenticate that identity. (These + /// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's + /// up to your application to decide whether to allow the connection. + /// + /// By default, all connections will get basic encryption sufficient to prevent + /// casual eavesdropping. But note that without certificates (or a shared secret + /// distributed through some other out-of-band mechanism), you don't have any + /// way of knowing who is actually on the other end, and thus are vulnerable to + /// man-in-the-middle attacks. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Like CreateListenSocketIP, but clients will connect using ConnectP2P. + /// + /// nLocalVirtualPort specifies how clients can connect to this socket using + /// ConnectP2P. It's very common for applications to only have one listening socket; + /// in that case, use zero. If you need to open multiple listen sockets and have clients + /// be able to connect to one or the other, then nLocalVirtualPort should be a small + /// integer (<1000) unique to each listen socket you create. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes. + /// + /// If you are listening on a dedicated servers in known data center, + /// then you can listen using this function instead of CreateHostedDedicatedServerListenSocket, + /// to allow clients to connect without a ticket. Any user that owns + /// the app and is signed into Steam will be able to attempt to connect to + /// your server. Also, a connection attempt may require the client to + /// be connected to Steam, which is one more moving part that may fail. When + /// tickets are used, then once a ticket is obtained, a client can connect to + /// your server even if they got disconnected from Steam or Steam is offline. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamListenSocket CreateListenSocketP2P( int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Begin connecting to a peer that is identified using a platform-specific identifier. + /// This uses the default rendezvous service, which depends on the platform and library + /// configuration. (E.g. on Steam, it goes through the steam backend.) + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + /// + /// To use your own signaling service, see: + /// - ConnectP2PCustomSignaling + /// - k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling + virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Accept an incoming connection that has been received on a listen socket. + /// + /// When a connection attempt is received (perhaps after a few basic handshake + /// packets have been exchanged to prevent trivial spoofing), a connection interface + /// object is created in the k_ESteamNetworkingConnectionState_Connecting state + /// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your + /// application MUST either accept or close the connection. (It may not ignore it.) + /// Accepting the connection will transition it either into the connected state, + /// or the finding route state, depending on the connection type. + /// + /// You should take action within a second or two, because accepting the connection is + /// what actually sends the reply notifying the client that they are connected. If you + /// delay taking action, from the client's perspective it is the same as the network + /// being unresponsive, and the client may timeout the connection attempt. In other + /// words, the client cannot distinguish between a delay caused by network problems + /// and a delay caused by the application. + /// + /// This means that if your application goes for more than a few seconds without + /// processing callbacks (for example, while loading a map), then there is a chance + /// that a client may attempt to connect in that interval and fail due to timeout. + /// + /// If the application does not respond to the connection attempt in a timely manner, + /// and we stop receiving communication from the client, the connection attempt will + /// be timed out locally, transitioning the connection to the + /// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also + /// close the connection before it is accepted, and a transition to the + /// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact + /// sequence of events. + /// + /// Returns k_EResultInvalidParam if the handle is invalid. + /// Returns k_EResultInvalidState if the connection is not in the appropriate state. + /// (Remember that the connection state could change in between the time that the + /// notification being posted to the queue and when it is received by the application.) + /// + /// A note about connection configuration options. If you need to set any configuration + /// options that are common to all connections accepted through a particular listen + /// socket, consider setting the options on the listen socket, since such options are + /// inherited automatically. If you really do need to set options that are connection + /// specific, it is safe to set them on the connection before accepting the connection. + virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0; + + /// Disconnects from the remote host and invalidates the connection handle. + /// Any unread data on the connection is discarded. + /// + /// nReason is an application defined code that will be received on the other + /// end and recorded (when possible) in backend analytics. The value should + /// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need + /// to communicate any information to the remote host, and do not want analytics to + /// be able to distinguish "normal" connection terminations from "exceptional" ones, + /// You may pass zero, in which case the generic value of + /// k_ESteamNetConnectionEnd_App_Generic will be used. + /// + /// pszDebug is an optional human-readable diagnostic string that will be received + /// by the remote host and recorded (when possible) in backend analytics. + /// + /// If you wish to put the socket into a "linger" state, where an attempt is made to + /// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data + /// is not flushed. + /// + /// If the connection has already ended and you are just freeing up the + /// connection interface, the reason code, debug string, and linger flag are + /// ignored. + virtual bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) = 0; + + /// Destroy a listen socket. All the connections that were accepting on the listen + /// socket are closed ungracefully. + virtual bool CloseListenSocket( HSteamListenSocket hSocket ) = 0; + + /// Set connection user data. the data is returned in the following places + /// - You can query it using GetConnectionUserData. + /// - The SteamNetworkingmessage_t structure. + /// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.) + /// + /// Returns false if the handle is invalid. + virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0; + + /// Fetch connection user data. Returns -1 if handle is invalid + /// or if you haven't set any userdata on the connection. + virtual int64 GetConnectionUserData( HSteamNetConnection hPeer ) = 0; + + /// Set a name for the connection, used mostly for debugging + virtual void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) = 0; + + /// Fetch connection name. Returns false if handle is invalid + virtual bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) = 0; + + /// Send a message to the remote host on the specified connection. + /// + /// nSendFlags determines the delivery guarantees that will be provided, + /// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable + /// + /// Note that the semantics we use for messages are not precisely + /// the same as the semantics of a standard "stream" socket. + /// (SOCK_STREAM) For an ordinary stream socket, the boundaries + /// between chunks are not considered relevant, and the sizes of + /// the chunks of data written will not necessarily match up to + /// the sizes of the chunks that are returned by the reads on + /// the other end. The remote host might read a partial chunk, + /// or chunks might be coalesced. For the message semantics + /// used here, however, the sizes WILL match. Each send call + /// will match a successful read call on the remote host + /// one-for-one. If you are porting existing stream-oriented + /// code to the semantics of reliable messages, your code should + /// work the same, since reliable message semantics are more + /// strict than stream semantics. The only caveat is related to + /// performance: there is per-message overhead to retain the + /// message sizes, and so if your code sends many small chunks + /// of data, performance will suffer. Any code based on stream + /// sockets that does not write excessively small chunks will + /// work without any changes. + /// + /// The pOutMessageNumber is an optional pointer to receive the + /// message number assigned to the message, if sending was successful. + /// + /// Returns: + /// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. + /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) + /// - k_EResultInvalidState: connection is in an invalid state + /// - k_EResultNoConnection: connection has ended + /// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because + /// we were not ready to send it. + /// - k_EResultLimitExceeded: there was already too much data queued to be sent. + /// (See k_ESteamNetworkingConfig_SendBufferSize) + virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags, int64 *pOutMessageNumber ) = 0; + + /// Send one or more messages without copying the message payload. + /// This is the most efficient way to send messages. To use this + /// function, you must first allocate a message object using + /// ISteamNetworkingUtils::AllocateMessage. (Do not declare one + /// on the stack or allocate your own.) + /// + /// You should fill in the message payload. You can either let + /// it allocate the buffer for you and then fill in the payload, + /// or if you already have a buffer allocated, you can just point + /// m_pData at your buffer and set the callback to the appropriate function + /// to free it. Note that if you use your own buffer, it MUST remain valid + /// until the callback is executed. And also note that your callback can be + /// invoked at ant time from any thread (perhaps even before SendMessages + /// returns!), so it MUST be fast and threadsafe. + /// + /// You MUST also fill in: + /// - m_conn - the handle of the connection to send the message to + /// - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags. + /// + /// All other fields are currently reserved and should not be modified. + /// + /// The library will take ownership of the message structures. They may + /// be modified or become invalid at any time, so you must not read them + /// after passing them to this function. + /// + /// pOutMessageNumberOrResult is an optional array that will receive, + /// for each message, the message number that was assigned to the message + /// if sending was successful. If sending failed, then a negative EResult + /// value is placed into the array. For example, the array will hold + /// -k_EResultInvalidState if the connection was in an invalid state. + /// See ISteamNetworkingSockets::SendMessageToConnection for possible + /// failure codes. + virtual void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult ) = 0; + + /// Flush any messages waiting on the Nagle timer and send them + /// at the next transmission opportunity (often that means right now). + /// + /// If Nagle is enabled (it's on by default) then when calling + /// SendMessageToConnection the message will be buffered, up to the Nagle time + /// before being sent, to merge small messages into the same packet. + /// (See k_ESteamNetworkingConfig_NagleTime) + /// + /// Returns: + /// k_EResultInvalidParam: invalid connection handle + /// k_EResultInvalidState: connection is in an invalid state + /// k_EResultNoConnection: connection has ended + /// k_EResultIgnored: We weren't (yet) connected, so this operation has no effect. + virtual EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) = 0; + + /// Fetch the next available message(s) from the connection, if any. + /// Returns the number of messages returned into your array, up to nMaxMessages. + /// If the connection handle is invalid, -1 is returned. + /// + /// The order of the messages returned in the array is relevant. + /// Reliable messages will be received in the order they were sent (and with the + /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). + /// + /// Unreliable messages may be dropped, or delivered out of order with respect to + /// each other or with respect to reliable messages. The same unreliable message + /// may be received multiple times. + /// + /// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each + /// of them free up resources after you are done. It is safe to keep the object alive for + /// a little while (put it into some queue, etc), and you may call Release() from any thread. + virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// Returns basic information about the high-level state of the connection. + virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0; + + /// Returns a small set of information about the real-time state of the connection + /// Returns false if the connection handle is invalid, or the connection has ended. + virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0; + + /// Returns detailed connection stats in text format. Useful + /// for dumping to a log, etc. + /// + /// Returns: + /// -1 failure (bad connection handle) + /// 0 OK, your buffer was filled in and '\0'-terminated + /// >0 Your buffer was either nullptr, or it was too small and the text got truncated. + /// Try again with a buffer of at least N bytes. + virtual int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) = 0; + + /// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to. + /// + /// An IPv6 address of ::0 means "any IPv4 or IPv6" + /// An IPv6 address of ::ffff:0000:0000 means "any IPv4" + virtual bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) = 0; + + /// Create a pair of connections that are talking to each other, e.g. a loopback connection. + /// This is very useful for testing, or so that your client/server code can work the same + /// even when you are running a local "server". + /// + /// The two connections will immediately be placed into the connected state, and no callbacks + /// will be posted immediately. After this, if you close either connection, the other connection + /// will receive a callback, exactly as if they were communicating over the network. You must + /// close *both* sides in order to fully clean up the resources! + /// + /// By default, internal buffers are used, completely bypassing the network, the chopping up of + /// messages into packets, encryption, copying the payload, etc. This means that loopback + /// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will + /// cause the socket pair to send packets through the local network loopback device (127.0.0.1) + /// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended + /// to encrypt and decrypt. + /// + /// If you wish to assign a specific identity to either connection, you may pass a particular + /// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic + /// "localhost" identity. If you use real network loopback, this might be translated to the + /// actual bound loopback port. Otherwise, the port will be zero. + virtual bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) = 0; + + /// Get the identity assigned to this interface. + /// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned + /// to the gameserver. Returns false and sets the result to an invalid identity if we don't know + /// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID + /// even if they are not signed into Steam.) + virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0; + + /// Indicate our desire to be ready participate in authenticated communications. + /// If we are currently not ready, then steps will be taken to obtain the necessary + /// certificates. (This includes a certificate for us, as well as any CA certificates + /// needed to authenticate peers.) + /// + /// You can call this at program init time if you know that you are going to + /// be making authenticated connections, so that we will be ready immediately when + /// those connections are attempted. (Note that essentially all connections require + /// authentication, with the exception of ordinary UDP connections with authentication + /// disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.) If you don't call + /// this function, we will wait until a feature is utilized that that necessitates + /// these resources. + /// + /// You can also call this function to force a retry, if failure has occurred. + /// Once we make an attempt and fail, we will not automatically retry. + /// In this respect, the behavior of the system after trying and failing is the same + /// as before the first attempt: attempting authenticated communication or calling + /// this function will call the system to attempt to acquire the necessary resources. + /// + /// You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t + /// to monitor the status. + /// + /// Returns the current value that would be returned from GetAuthenticationStatus. + virtual ESteamNetworkingAvailability InitAuthentication() = 0; + + /// Query our readiness to participate in authenticated communications. A + /// SteamNetAuthenticationStatus_t callback is posted any time this status changes, + /// but you can use this function to query it at any time. + /// + /// The value of SteamNetAuthenticationStatus_t::m_eAvail is returned. If you only + /// want this high level status, you can pass NULL for pDetails. If you want further + /// details, pass non-NULL to receive them. + virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0; + + // + // Poll groups. A poll group is a set of connections that can be polled efficiently. + // (In our API, to "poll" a connection means to retrieve all pending messages. We + // actually don't have an API to "poll" the connection *state*, like BSD sockets.) + // + + /// Create a new poll group. + /// + /// You should destroy the poll group when you are done using DestroyPollGroup + virtual HSteamNetPollGroup CreatePollGroup() = 0; + + /// Destroy a poll group created with CreatePollGroup(). + /// + /// If there are any connections in the poll group, they are removed from the group, + /// and left in a state where they are not part of any poll group. + /// Returns false if passed an invalid poll group handle. + virtual bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) = 0; + + /// Assign a connection to a poll group. Note that a connection may only belong to a + /// single poll group. Adding a connection to a poll group implicitly removes it from + /// any other poll group it is in. + /// + /// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current + /// poll group without adding it to a new poll group. + /// + /// If there are received messages currently pending on the connection, an attempt + /// is made to add them to the queue of messages for the poll group in approximately + /// the order that would have applied if the connection was already part of the poll + /// group at the time that the messages were received. + /// + /// Returns false if the connection handle is invalid, or if the poll group handle + /// is invalid (and not k_HSteamNetPollGroup_Invalid). + virtual bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) = 0; + + /// Same as ReceiveMessagesOnConnection, but will return the next messages available + /// on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn + /// to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also + /// be useful.) + /// + /// Delivery order of messages among different connections will usually match the + /// order that the last packet was received which completed the message. But this + /// is not a strong guarantee, especially for packets received right as a connection + /// is being assigned to poll group. + /// + /// Delivery order of messages on the same connection is well defined and the + /// same guarantees are present as mentioned in ReceiveMessagesOnConnection. + /// (But the messages are not grouped by connection, so they will not necessarily + /// appear consecutively in the list; they may be interleaved with messages for + /// other connections.) + virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + // + // Clients connecting to dedicated servers hosted in a data center, + // using tickets issued by your game coordinator. If you are not + // issuing your own tickets to restrict who can attempt to connect + // to your server, then you won't use these functions. + // + + /// Call this when you receive a ticket from your backend / matchmaking system. Puts the + /// ticket into a persistent cache, and optionally returns the parsed ticket. + /// + /// See stamdatagram_ticketgen.h for more details. + virtual bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Search cache for a ticket to talk to the server on the specified virtual port. + /// If found, returns the number of seconds until the ticket expires, and optionally + /// the complete cracked ticket. Returns 0 if we don't have a ticket. + /// + /// Typically this is useful just to confirm that you have a ticket, before you + /// call ConnectToHostedDedicatedServer to connect to the server. + virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Client call to connect to a server hosted in a Valve data center, on the specified virtual + /// port. You must have placed a ticket for this server into the cache, or else this connect + /// attempt will fail! If you are not issuing your own tickets, then to connect to a dedicated + /// server via SDR in auto-ticket mode, use ConnectP2P. (The server must be configured to allow + /// this type of connection by listening using CreateListenSocketP2P.) + /// + /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument + /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses + /// connection to Steam or the central backend, or the app is restarted or crashes, etc. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + // + // Servers hosted in data centers known to the Valve relay network + // + + /// Returns the value of the SDR_LISTEN_PORT environment variable. This + /// is the UDP server your server will be listening on. This will + /// configured automatically for you in production environments. + /// + /// In development, you'll need to set it yourself. See + /// https://partner.steamgames.com/doc/api/ISteamNetworkingSockets + /// for more information on how to configure dev environments. + virtual uint16 GetHostedDedicatedServerPort() = 0; + + /// Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server + /// is running in. This will be k_SteamDatagramPOPID_dev in non-production environment. + virtual SteamNetworkingPOPID GetHostedDedicatedServerPOPID() = 0; + + /// Return info about the hosted server. This contains the PoPID of the server, + /// and opaque routing information that can be used by the relays to send traffic + /// to your server. + /// + /// You will need to send this information to your backend, and put it in tickets, + /// so that the relays will know how to forward traffic from + /// clients to your server. See SteamDatagramRelayAuthTicket for more info. + /// + /// Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin, + /// so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info + /// to your game coordinator service, and also login securely at the same time. + /// + /// On a successful exit, k_EResultOK is returned + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET + /// is not set.) + /// - k_EResultPending: we do not (yet) have the authentication information needed. + /// (See GetAuthenticationStatus.) If you use environment variables to pre-fetch + /// the network config, this data should always be available immediately. + /// - A non-localized diagnostic debug message will be placed in m_data that describes + /// the cause of the failure. + /// + /// NOTE: The returned blob is not encrypted. Send it to your backend, but don't + /// directly share it with clients. + virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) = 0; + + /// Create a listen socket on the specified virtual port. The physical UDP port to use + /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not + /// configured, this call will fail. + /// + /// This call MUST be made through the SteamGameServerNetworkingSockets() interface. + /// + /// This function should be used when you are using the ticket generator library + /// to issue your own tickets. Clients connecting to the server on this virtual + /// port will need a ticket, and they must connect using ConnectToHostedDedicatedServer. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Generate an authentication blob that can be used to securely login with + /// your backend, using SteamDatagram_ParseHostedServerLogin. (See + /// steamdatagram_gamecoordinator.h) + /// + /// Before calling the function: + /// - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave + /// all other fields uninitialized. + /// - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be + /// at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.) + /// + /// On a successful exit: + /// - k_EResultOK is returned + /// - All of the remaining fields of pLoginInfo will be filled out. + /// - *pcbSignedBlob contains the size of the serialized blob that has been + /// placed into pBlob. + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultNotLoggedOn: you are not logged in (yet) + /// - See GetHostedDedicatedServerAddress for more potential failure return values. + /// - A non-localized diagnostic debug message will be placed in pBlob that describes + /// the cause of the failure. + /// + /// This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin + /// with the cert that is issued to this server. In dev environments, it's OK if you do + /// not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.) + /// Otherwise, you will need a signed cert. + /// + /// NOTE: The routing blob returned here is not encrypted. Send it to your backend + /// and don't share it directly with clients. + virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; + + + // + // Relayed connections using custom signaling protocol + // + // This is used if you have your own method of sending out-of-band + // signaling / rendezvous messages through a mutually trusted channel. + // + + /// Create a P2P "client" connection that does signaling over a custom + /// rendezvous/signaling channel. + /// + /// pSignaling points to a new object that you create just for this connection. + /// It must stay valid until Release() is called. Once you pass the + /// object to this function, it assumes ownership. Release() will be called + /// from within the function call if the call fails. Furthermore, until Release() + /// is called, you should be prepared for methods to be invoked on your + /// object from any thread! You need to make sure your object is threadsafe! + /// Furthermore, you should make sure that dispatching the methods is done + /// as quickly as possible. + /// + /// This function will immediately construct a connection in the "connecting" + /// state. Soon after (perhaps before this function returns, perhaps in another thread), + /// the connection will begin sending signaling messages by calling + /// ISteamNetworkingConnectionSignaling::SendSignal. + /// + /// When the remote peer accepts the connection (See + /// ISteamNetworkingSignalingRecvContext::OnConnectRequest), + /// it will begin sending signaling messages. When these messages are received, + /// you can pass them to the connection using ReceivedP2PCustomSignal. + /// + /// If you know the identity of the peer that you expect to be on the other end, + /// you can pass their identity to improve debug output or just detect bugs. + /// If you don't know their identity yet, you can pass NULL, and their + /// identity will be established in the connection handshake. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Called when custom signaling has received a message. When your + /// signaling channel receives a message, it should save off whatever + /// routing information was in the envelope into the context object, + /// and then pass the payload to this function. + /// + /// A few different things can happen next, depending on the message: + /// + /// - If the signal is associated with existing connection, it is dealt + /// with immediately. If any replies need to be sent, they will be + /// dispatched using the ISteamNetworkingConnectionSignaling + /// associated with the connection. + /// - If the message represents a connection request (and the request + /// is not redundant for an existing connection), a new connection + /// will be created, and ReceivedConnectRequest will be called on your + /// context object to determine how to proceed. + /// - Otherwise, the message is for a connection that does not + /// exist (anymore). In this case, we *may* call SendRejectionReply + /// on your context object. + /// + /// In any case, we will not save off pContext or access it after this + /// function returns. + /// + /// Returns true if the message was parsed and dispatched without anything + /// unusual or suspicious happening. Returns false if there was some problem + /// with the message that prevented ordinary handling. (Debug output will + /// usually have more information.) + /// + /// If you expect to be using relayed connections, then you probably want + /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes + virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; + +// +// Certificate provision by the application. On Steam, we normally handle all this automatically +// and you will not need to use these advanced functions. +// + + /// Get blob that describes a certificate request. You can send this to your game coordinator. + /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will + /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required + /// size. (256 bytes is a very conservative estimate.) + /// + /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. + virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0; + + /// Set the certificate. The certificate blob should be the output of + /// SteamDatagram_CreateCert. + virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; + + /// Invoke all callback functions queued for this interface. + /// See k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, etc + /// + /// You don't need to call this if you are using Steam's callback dispatch + /// mechanism (SteamAPI_RunCallbacks and SteamGameserver_RunCallbacks). + virtual void RunCallbacks() = 0; +protected: +// ~ISteamNetworkingSockets(); // Silence some warnings +}; + +#endif // ISTEAMNETWORKINGSOCKETS009 diff --git a/Evolve_goldberg/sdk_includes/isteamnetworkingsocketsserialized.h b/Evolve_goldberg/sdk_includes/isteamnetworkingsocketsserialized.h index 41debcd..f1589f5 100644 --- a/Evolve_goldberg/sdk_includes/isteamnetworkingsocketsserialized.h +++ b/Evolve_goldberg/sdk_includes/isteamnetworkingsocketsserialized.h @@ -46,6 +46,22 @@ class ISteamNetworkingSocketsSerialized004 virtual bool BAllowDirectConnectToPeer(SteamNetworkingIdentity const &identity) = 0; }; +class ISteamNetworkingSocketsSerialized005 +{ +public: + virtual void SendP2PRendezvous( CSteamID steamIDRemote, uint32 unConnectionIDSrc, const void *pMsgRendezvous, uint32 cbRendezvous ) = 0; + virtual void SendP2PConnectionFailure( CSteamID steamIDRemote, uint32 unConnectionIDDest, uint32 nReason, const char *pszReason ) = 0; + virtual SteamAPICall_t GetCertAsync() = 0; + virtual int GetNetworkConfigJSON( void *buf, uint32 cbBuf, const char *pszLauncherPartner ) = 0; + virtual void CacheRelayTicket( const void *pTicket, uint32 cbTicket ) = 0; + virtual uint32 GetCachedRelayTicketCount() = 0; + virtual int GetCachedRelayTicket( uint32 idxTicket, void *buf, uint32 cbBuf ) = 0; + virtual void PostConnectionStateMsg( const void *pMsg, uint32 cbMsg ) = 0; + virtual bool GetSTUNServer(int dont_know, char *buf, unsigned int len) = 0; + virtual bool BAllowDirectConnectToPeer(SteamNetworkingIdentity const &identity) = 0; + virtual int BeginAsyncRequestFakeIP(int a) = 0; //not sure if the right return type +}; + struct SteamNetworkingSocketsConfigUpdated_t { enum { k_iCallback = k_iSteamNetworkingCallbacks + 95 }; diff --git a/Evolve_goldberg/sdk_includes/isteamremotestorage.h b/Evolve_goldberg/sdk_includes/isteamremotestorage.h index 1e23271..2704486 100644 --- a/Evolve_goldberg/sdk_includes/isteamremotestorage.h +++ b/Evolve_goldberg/sdk_includes/isteamremotestorage.h @@ -156,6 +156,28 @@ enum EUGCReadAction k_EUGCRead_Close = 2, }; +enum ERemoteStorageLocalFileChange +{ + k_ERemoteStorageLocalFileChange_Invalid = 0, + + // The file was updated from another device + k_ERemoteStorageLocalFileChange_FileUpdated = 1, + + // The file was deleted by another device + k_ERemoteStorageLocalFileChange_FileDeleted = 2, +}; + +enum ERemoteStorageFilePathType +{ + k_ERemoteStorageFilePathType_Invalid = 0, + + // The file is directly accessed by the game and this is the full path + k_ERemoteStorageFilePathType_Absolute = 1, + + // The file is accessed via the ISteamRemoteStorage API and this is the filename + k_ERemoteStorageFilePathType_APIFilename = 2, +}; + //----------------------------------------------------------------------------- // Purpose: Functions for accessing, reading and writing files stored remotely @@ -238,24 +260,6 @@ class ISteamRemoteStorage virtual int32 GetCachedUGCCount() = 0; virtual UGCHandle_t GetCachedUGCHandle( int32 iCachedContent ) = 0; - // The following functions are only necessary on the Playstation 3. On PC & Mac, the Steam client will handle these operations for you - // On Playstation 3, the game controls which files are stored in the cloud, via FilePersist, FileFetch, and FileForget. - -#if defined(_SERVER) - // Connect to Steam and get a list of files in the Cloud - results in a RemoteStorageAppSyncStatusCheck_t callback - virtual void GetFileListFromServer() = 0; - // Indicate this file should be downloaded in the next sync - virtual bool FileFetch( const char *pchFile ) = 0; - // Indicate this file should be persisted in the next sync - virtual bool FilePersist( const char *pchFile ) = 0; - // Pull any requested files down from the Cloud - results in a RemoteStorageAppSyncedClient_t callback - virtual bool SynchronizeToClient() = 0; - // Upload any requested files to the Cloud - results in a RemoteStorageAppSyncedServer_t callback - virtual bool SynchronizeToServer() = 0; - // Reset any fetch/persist/etc requests - virtual bool ResetFileRequestState() = 0; -#endif - // publishing UGC STEAM_CALL_RESULT( RemoteStoragePublishFileProgress_t ) virtual SteamAPICall_t PublishWorkshopFile( const char *pchFile, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t *pTags, EWorkshopFileType eWorkshopFileType ) = 0; @@ -305,9 +309,18 @@ class ISteamRemoteStorage STEAM_CALL_RESULT( RemoteStorageDownloadUGCResult_t ) virtual SteamAPICall_t UGCDownloadToLocation( UGCHandle_t hContent, const char *pchLocation, uint32 unPriority ) = 0; + + // Cloud dynamic state change notification + virtual int32 GetLocalFileChangeCount() = 0; + virtual const char *GetLocalFileChange( int iFile, ERemoteStorageLocalFileChange *pEChangeType, ERemoteStorageFilePathType *pEFilePathType ) = 0; + + // Indicate to Steam the beginning / end of a set of local file + // operations - for example, writing a game save that requires updating two files. + virtual bool BeginFileWriteBatch() = 0; + virtual bool EndFileWriteBatch() = 0; }; -#define STEAMREMOTESTORAGE_INTERFACE_VERSION "STEAMREMOTESTORAGE_INTERFACE_VERSION014" +#define STEAMREMOTESTORAGE_INTERFACE_VERSION "STEAMREMOTESTORAGE_INTERFACE_VERSION016" #ifndef STEAM_API_EXPORTS // Global interface accessor @@ -324,61 +337,13 @@ STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamRemoteStorage *, SteamRemoteStorage, #error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx #endif -//----------------------------------------------------------------------------- -// Purpose: sent when the local file cache is fully synced with the server for an app -// That means that an application can be started and has all latest files -//----------------------------------------------------------------------------- -struct RemoteStorageAppSyncedClient_t -{ - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 1 }; - AppId_t m_nAppID; - EResult m_eResult; - int m_unNumDownloads; -}; -//----------------------------------------------------------------------------- -// Purpose: sent when the server is fully synced with the local file cache for an app -// That means that we can shutdown Steam and our data is stored on the server -//----------------------------------------------------------------------------- -struct RemoteStorageAppSyncedServer_t -{ - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 2 }; - AppId_t m_nAppID; - EResult m_eResult; - int m_unNumUploads; -}; - -//----------------------------------------------------------------------------- -// Purpose: Status of up and downloads during a sync session -// -//----------------------------------------------------------------------------- -struct RemoteStorageAppSyncProgress_t -{ - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 3 }; - char m_rgchCurrentFile[k_cchFilenameMax]; // Current file being transferred - AppId_t m_nAppID; // App this info relates to - uint32 m_uBytesTransferredThisChunk; // Bytes transferred this chunk - double m_dAppPercentComplete; // Percent complete that this app's transfers are - bool m_bUploading; // if false, downloading -}; // -// IMPORTANT! k_iClientRemoteStorageCallbacks + 4 is used, see iclientremotestorage.h +// IMPORTANT! k_iClientRemoteStorageCallbacks 1 through 6 are used, see iclientremotestorage.h // -//----------------------------------------------------------------------------- -// Purpose: Sent after we've determined the list of files that are out of sync -// with the server. -//----------------------------------------------------------------------------- -struct RemoteStorageAppSyncStatusCheck_t -{ - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 5 }; - AppId_t m_nAppID; - EResult m_eResult; -}; - - //----------------------------------------------------------------------------- // Purpose: The result of a call to FileShare() //----------------------------------------------------------------------------- @@ -405,6 +370,9 @@ struct RemoteStoragePublishFileResult_t bool m_bUserNeedsToAcceptWorkshopLegalAgreement; }; +// k_iClientRemoteStorageCallbacks + 10 is deprecated! Do not reuse + + //----------------------------------------------------------------------------- // Purpose: The result of a call to DeletePublishedFile() @@ -684,6 +652,14 @@ struct RemoteStorageFileReadAsyncComplete_t uint32 m_cubRead; // amount read - will the <= the amount requested }; +//----------------------------------------------------------------------------- +// Purpose: one or more files for this app have changed locally after syncing +// to remote session changes +// Note: only posted if this happens DURING the local app session +//----------------------------------------------------------------------------- +STEAM_CALLBACK_BEGIN( RemoteStorageLocalFileChange_t, k_iClientRemoteStorageCallbacks + 33 ) +STEAM_CALLBACK_END( 0 ) + #pragma pack( pop ) diff --git a/Evolve_goldberg/sdk_includes/isteamremotestorage014.h b/Evolve_goldberg/sdk_includes/isteamremotestorage014.h new file mode 100644 index 0000000..3ea948b --- /dev/null +++ b/Evolve_goldberg/sdk_includes/isteamremotestorage014.h @@ -0,0 +1,214 @@ + +#ifndef ISTEAMREMOTESTORAGE014_H +#define ISTEAMREMOTESTORAGE014_H +#ifdef STEAM_WIN32 +#pragma once +#endif + + +//----------------------------------------------------------------------------- +// Purpose: Functions for accessing, reading and writing files stored remotely +// and cached locally +//----------------------------------------------------------------------------- +class ISteamRemoteStorage014 +{ + public: + // NOTE + // + // Filenames are case-insensitive, and will be converted to lowercase automatically. + // So "foo.bar" and "Foo.bar" are the same file, and if you write "Foo.bar" then + // iterate the files, the filename returned will be "foo.bar". + // + + // file operations + virtual bool FileWrite( const char *pchFile, const void *pvData, int32 cubData ) = 0; + virtual int32 FileRead( const char *pchFile, void *pvData, int32 cubDataToRead ) = 0; + + STEAM_CALL_RESULT( RemoteStorageFileWriteAsyncComplete_t ) + virtual SteamAPICall_t FileWriteAsync( const char *pchFile, const void *pvData, uint32 cubData ) = 0; + + STEAM_CALL_RESULT( RemoteStorageFileReadAsyncComplete_t ) + virtual SteamAPICall_t FileReadAsync( const char *pchFile, uint32 nOffset, uint32 cubToRead ) = 0; + virtual bool FileReadAsyncComplete( SteamAPICall_t hReadCall, void *pvBuffer, uint32 cubToRead ) = 0; + + virtual bool FileForget( const char *pchFile ) = 0; + virtual bool FileDelete( const char *pchFile ) = 0; + STEAM_CALL_RESULT( RemoteStorageFileShareResult_t ) + virtual SteamAPICall_t FileShare( const char *pchFile ) = 0; + virtual bool SetSyncPlatforms( const char *pchFile, ERemoteStoragePlatform eRemoteStoragePlatform ) = 0; + + // file operations that cause network IO + virtual UGCFileWriteStreamHandle_t FileWriteStreamOpen( const char *pchFile ) = 0; + virtual bool FileWriteStreamWriteChunk( UGCFileWriteStreamHandle_t writeHandle, const void *pvData, int32 cubData ) = 0; + virtual bool FileWriteStreamClose( UGCFileWriteStreamHandle_t writeHandle ) = 0; + virtual bool FileWriteStreamCancel( UGCFileWriteStreamHandle_t writeHandle ) = 0; + + // file information + virtual bool FileExists( const char *pchFile ) = 0; + virtual bool FilePersisted( const char *pchFile ) = 0; + virtual int32 GetFileSize( const char *pchFile ) = 0; + virtual int64 GetFileTimestamp( const char *pchFile ) = 0; + virtual ERemoteStoragePlatform GetSyncPlatforms( const char *pchFile ) = 0; + + // iteration + virtual int32 GetFileCount() = 0; + virtual const char *GetFileNameAndSize( int iFile, int32 *pnFileSizeInBytes ) = 0; + + // configuration management + virtual bool GetQuota( uint64 *pnTotalBytes, uint64 *puAvailableBytes ) = 0; + virtual bool IsCloudEnabledForAccount() = 0; + virtual bool IsCloudEnabledForApp() = 0; + virtual void SetCloudEnabledForApp( bool bEnabled ) = 0; + + // user generated content + + // Downloads a UGC file. A priority value of 0 will download the file immediately, + // otherwise it will wait to download the file until all downloads with a lower priority + // value are completed. Downloads with equal priority will occur simultaneously. + STEAM_CALL_RESULT( RemoteStorageDownloadUGCResult_t ) + virtual SteamAPICall_t UGCDownload( UGCHandle_t hContent, uint32 unPriority ) = 0; + + // Gets the amount of data downloaded so far for a piece of content. pnBytesExpected can be 0 if function returns false + // or if the transfer hasn't started yet, so be careful to check for that before dividing to get a percentage + virtual bool GetUGCDownloadProgress( UGCHandle_t hContent, int32 *pnBytesDownloaded, int32 *pnBytesExpected ) = 0; + + // Gets metadata for a file after it has been downloaded. This is the same metadata given in the RemoteStorageDownloadUGCResult_t call result + virtual bool GetUGCDetails( UGCHandle_t hContent, AppId_t *pnAppID, STEAM_OUT_STRING() char **ppchName, int32 *pnFileSizeInBytes, STEAM_OUT_STRUCT() CSteamID *pSteamIDOwner ) = 0; + + // After download, gets the content of the file. + // Small files can be read all at once by calling this function with an offset of 0 and cubDataToRead equal to the size of the file. + // Larger files can be read in chunks to reduce memory usage (since both sides of the IPC client and the game itself must allocate + // enough memory for each chunk). Once the last byte is read, the file is implicitly closed and further calls to UGCRead will fail + // unless UGCDownload is called again. + // For especially large files (anything over 100MB) it is a requirement that the file is read in chunks. + virtual int32 UGCRead( UGCHandle_t hContent, void *pvData, int32 cubDataToRead, uint32 cOffset, EUGCReadAction eAction ) = 0; + + // Functions to iterate through UGC that has finished downloading but has not yet been read via UGCRead() + virtual int32 GetCachedUGCCount() = 0; + virtual UGCHandle_t GetCachedUGCHandle( int32 iCachedContent ) = 0; + + // The following functions are only necessary on the Playstation 3. On PC & Mac, the Steam client will handle these operations for you + // On Playstation 3, the game controls which files are stored in the cloud, via FilePersist, FileFetch, and FileForget. + +#if defined(_SERVER) + // Connect to Steam and get a list of files in the Cloud - results in a RemoteStorageAppSyncStatusCheck_t callback + virtual void GetFileListFromServer() = 0; + // Indicate this file should be downloaded in the next sync + virtual bool FileFetch( const char *pchFile ) = 0; + // Indicate this file should be persisted in the next sync + virtual bool FilePersist( const char *pchFile ) = 0; + // Pull any requested files down from the Cloud - results in a RemoteStorageAppSyncedClient_t callback + virtual bool SynchronizeToClient() = 0; + // Upload any requested files to the Cloud - results in a RemoteStorageAppSyncedServer_t callback + virtual bool SynchronizeToServer() = 0; + // Reset any fetch/persist/etc requests + virtual bool ResetFileRequestState() = 0; +#endif + + // publishing UGC + STEAM_CALL_RESULT( RemoteStoragePublishFileProgress_t ) + virtual SteamAPICall_t PublishWorkshopFile( const char *pchFile, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t *pTags, EWorkshopFileType eWorkshopFileType ) = 0; + virtual PublishedFileUpdateHandle_t CreatePublishedFileUpdateRequest( PublishedFileId_t unPublishedFileId ) = 0; + virtual bool UpdatePublishedFileFile( PublishedFileUpdateHandle_t updateHandle, const char *pchFile ) = 0; + virtual bool UpdatePublishedFilePreviewFile( PublishedFileUpdateHandle_t updateHandle, const char *pchPreviewFile ) = 0; + virtual bool UpdatePublishedFileTitle( PublishedFileUpdateHandle_t updateHandle, const char *pchTitle ) = 0; + virtual bool UpdatePublishedFileDescription( PublishedFileUpdateHandle_t updateHandle, const char *pchDescription ) = 0; + virtual bool UpdatePublishedFileVisibility( PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility ) = 0; + virtual bool UpdatePublishedFileTags( PublishedFileUpdateHandle_t updateHandle, SteamParamStringArray_t *pTags ) = 0; + STEAM_CALL_RESULT( RemoteStorageUpdatePublishedFileResult_t ) + virtual SteamAPICall_t CommitPublishedFileUpdate( PublishedFileUpdateHandle_t updateHandle ) = 0; + // Gets published file details for the given publishedfileid. If unMaxSecondsOld is greater than 0, + // cached data may be returned, depending on how long ago it was cached. A value of 0 will force a refresh. + // A value of k_WorkshopForceLoadPublishedFileDetailsFromCache will use cached data if it exists, no matter how old it is. + STEAM_CALL_RESULT( RemoteStorageGetPublishedFileDetailsResult_t ) + virtual SteamAPICall_t GetPublishedFileDetails( PublishedFileId_t unPublishedFileId, uint32 unMaxSecondsOld ) = 0; + STEAM_CALL_RESULT( RemoteStorageDeletePublishedFileResult_t ) + virtual SteamAPICall_t DeletePublishedFile( PublishedFileId_t unPublishedFileId ) = 0; + // enumerate the files that the current user published with this app + STEAM_CALL_RESULT( RemoteStorageEnumerateUserPublishedFilesResult_t ) + virtual SteamAPICall_t EnumerateUserPublishedFiles( uint32 unStartIndex ) = 0; + STEAM_CALL_RESULT( RemoteStorageSubscribePublishedFileResult_t ) + virtual SteamAPICall_t SubscribePublishedFile( PublishedFileId_t unPublishedFileId ) = 0; + STEAM_CALL_RESULT( RemoteStorageEnumerateUserSubscribedFilesResult_t ) + virtual SteamAPICall_t EnumerateUserSubscribedFiles( uint32 unStartIndex ) = 0; + STEAM_CALL_RESULT( RemoteStorageUnsubscribePublishedFileResult_t ) + virtual SteamAPICall_t UnsubscribePublishedFile( PublishedFileId_t unPublishedFileId ) = 0; + virtual bool UpdatePublishedFileSetChangeDescription( PublishedFileUpdateHandle_t updateHandle, const char *pchChangeDescription ) = 0; + STEAM_CALL_RESULT( RemoteStorageGetPublishedItemVoteDetailsResult_t ) + virtual SteamAPICall_t GetPublishedItemVoteDetails( PublishedFileId_t unPublishedFileId ) = 0; + STEAM_CALL_RESULT( RemoteStorageUpdateUserPublishedItemVoteResult_t ) + virtual SteamAPICall_t UpdateUserPublishedItemVote( PublishedFileId_t unPublishedFileId, bool bVoteUp ) = 0; + STEAM_CALL_RESULT( RemoteStorageGetPublishedItemVoteDetailsResult_t ) + virtual SteamAPICall_t GetUserPublishedItemVoteDetails( PublishedFileId_t unPublishedFileId ) = 0; + STEAM_CALL_RESULT( RemoteStorageEnumerateUserPublishedFilesResult_t ) + virtual SteamAPICall_t EnumerateUserSharedWorkshopFiles( CSteamID steamId, uint32 unStartIndex, SteamParamStringArray_t *pRequiredTags, SteamParamStringArray_t *pExcludedTags ) = 0; + STEAM_CALL_RESULT( RemoteStoragePublishFileProgress_t ) + virtual SteamAPICall_t PublishVideo( EWorkshopVideoProvider eVideoProvider, const char *pchVideoAccount, const char *pchVideoIdentifier, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t *pTags ) = 0; + STEAM_CALL_RESULT( RemoteStorageSetUserPublishedFileActionResult_t ) + virtual SteamAPICall_t SetUserPublishedFileAction( PublishedFileId_t unPublishedFileId, EWorkshopFileAction eAction ) = 0; + STEAM_CALL_RESULT( RemoteStorageEnumeratePublishedFilesByUserActionResult_t ) + virtual SteamAPICall_t EnumeratePublishedFilesByUserAction( EWorkshopFileAction eAction, uint32 unStartIndex ) = 0; + // this method enumerates the public view of workshop files + STEAM_CALL_RESULT( RemoteStorageEnumerateWorkshopFilesResult_t ) + virtual SteamAPICall_t EnumeratePublishedWorkshopFiles( EWorkshopEnumerationType eEnumerationType, uint32 unStartIndex, uint32 unCount, uint32 unDays, SteamParamStringArray_t *pTags, SteamParamStringArray_t *pUserTags ) = 0; + + STEAM_CALL_RESULT( RemoteStorageDownloadUGCResult_t ) + virtual SteamAPICall_t UGCDownloadToLocation( UGCHandle_t hContent, const char *pchLocation, uint32 unPriority ) = 0; +}; + +//----------------------------------------------------------------------------- +// Purpose: sent when the local file cache is fully synced with the server for an app +// That means that an application can be started and has all latest files +//----------------------------------------------------------------------------- +struct RemoteStorageAppSyncedClient_t +{ + enum { k_iCallback = k_iClientRemoteStorageCallbacks + 1 }; + AppId_t m_nAppID; + EResult m_eResult; + int m_unNumDownloads; +}; + +//----------------------------------------------------------------------------- +// Purpose: sent when the server is fully synced with the local file cache for an app +// That means that we can shutdown Steam and our data is stored on the server +//----------------------------------------------------------------------------- +struct RemoteStorageAppSyncedServer_t +{ + enum { k_iCallback = k_iClientRemoteStorageCallbacks + 2 }; + AppId_t m_nAppID; + EResult m_eResult; + int m_unNumUploads; +}; + +//----------------------------------------------------------------------------- +// Purpose: Status of up and downloads during a sync session +// +//----------------------------------------------------------------------------- +struct RemoteStorageAppSyncProgress_t +{ + enum { k_iCallback = k_iClientRemoteStorageCallbacks + 3 }; + char m_rgchCurrentFile[k_cchFilenameMax]; // Current file being transferred + AppId_t m_nAppID; // App this info relates to + uint32 m_uBytesTransferredThisChunk; // Bytes transferred this chunk + double m_dAppPercentComplete; // Percent complete that this app's transfers are + bool m_bUploading; // if false, downloading +}; + +// +// IMPORTANT! k_iClientRemoteStorageCallbacks + 4 is used, see iclientremotestorage.h +// + + +//----------------------------------------------------------------------------- +// Purpose: Sent after we've determined the list of files that are out of sync +// with the server. +//----------------------------------------------------------------------------- +struct RemoteStorageAppSyncStatusCheck_t +{ + enum { k_iCallback = k_iClientRemoteStorageCallbacks + 5 }; + AppId_t m_nAppID; + EResult m_eResult; +}; + + +#endif // ISTEAMREMOTESTORAGE014_H diff --git a/Evolve_goldberg/sdk_includes/isteamugc.h b/Evolve_goldberg/sdk_includes/isteamugc.h index 64a6c47..7e436c8 100644 --- a/Evolve_goldberg/sdk_includes/isteamugc.h +++ b/Evolve_goldberg/sdk_includes/isteamugc.h @@ -99,6 +99,7 @@ enum EUGCQuery k_EUGCQuery_RankedByLifetimeAveragePlaytime = 16, k_EUGCQuery_RankedByPlaytimeSessionsTrend = 17, k_EUGCQuery_RankedByLifetimePlaytimeSessions = 18, + k_EUGCQuery_RankedByLastUpdatedDate = 19, }; enum EItemUpdateStatus @@ -360,6 +361,12 @@ class ISteamUGC // delete the item without prompting the user STEAM_CALL_RESULT( DeleteItemResult_t ) virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0; + + // Show the app's latest Workshop EULA to the user in an overlay window, where they can accept it or not + virtual bool ShowWorkshopEULA() = 0; + // Retrieve information related to the user's acceptance or not of the app's specific Workshop EULA + STEAM_CALL_RESULT( WorkshopEULAStatus_t ) + virtual SteamAPICall_t GetWorkshopEULAStatus() = 0; }; #define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION015" @@ -568,6 +575,31 @@ struct DeleteItemResult_t PublishedFileId_t m_nPublishedFileId; }; + +//----------------------------------------------------------------------------- +// Purpose: signal that the list of subscribed items changed +//----------------------------------------------------------------------------- +struct UserSubscribedItemsListChanged_t +{ + enum { k_iCallback = k_iClientUGCCallbacks + 18 }; + AppId_t m_nAppID; +}; + + +//----------------------------------------------------------------------------- +// Purpose: Status of the user's acceptable/rejection of the app's specific Workshop EULA +//----------------------------------------------------------------------------- +struct WorkshopEULAStatus_t +{ + enum { k_iCallback = k_iClientUGCCallbacks + 20 }; + EResult m_eResult; + AppId_t m_nAppID; + uint32 m_unVersion; + RTime32 m_rtAction; + bool m_bAccepted; + bool m_bNeedsAction; +}; + #pragma pack( pop ) #endif // ISTEAMUGC_H diff --git a/Evolve_goldberg/sdk_includes/isteamutils.h b/Evolve_goldberg/sdk_includes/isteamutils.h index 814fa04..2af8a5e 100644 --- a/Evolve_goldberg/sdk_includes/isteamutils.h +++ b/Evolve_goldberg/sdk_includes/isteamutils.h @@ -41,6 +41,14 @@ enum EGamepadTextInputLineMode k_EGamepadTextInputLineModeMultipleLines = 1 }; +enum EFloatingGamepadTextInputMode +{ + k_EFloatingGamepadTextInputModeModeSingleLine = 0, // Enter dismisses the keyboard + k_EFloatingGamepadTextInputModeModeMultipleLines = 1, // User needs to explictly close the keyboard + k_EFloatingGamepadTextInputModeModeEmail = 2, + k_EFloatingGamepadTextInputModeModeNumeric = 3, + +}; // The context where text filtering is being done enum ETextFilteringContext @@ -86,8 +94,8 @@ class ISteamUtils // the destination buffer size should be 4 * height * width * sizeof(char) virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0; - // returns the IP of the reporting server for valve - currently only used in Source engine games - virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0; + // Deprecated. Do not call this. + STEAM_PRIVATE_API( virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0; ) // return the amount of battery power left in the current system in % [0..100], 255 for being on AC power virtual uint8 GetCurrentBatteryPower() = 0; @@ -146,7 +154,7 @@ class ISteamUtils STEAM_CALL_RESULT( CheckFileSignature_t ) virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0; - // Activates the Big Picture text input dialog which only supports gamepad input + // Activates the full-screen text input dialog which takes a initial text string and returns the text the user has typed virtual bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText ) = 0; // Returns previously entered text & length @@ -203,6 +211,19 @@ class ISteamUtils // Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol. // This does NOT tell you if the Steam client is currently connected to Steam via ipv6. virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) = 0; + + // returns true if currently running on the Steam Deck device + virtual bool IsSteamRunningOnSteamDeck() = 0; + + // Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game. + // The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field + virtual bool ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) = 0; + + // In game launchers that don't have controller support you can call this to have Steam Input translate the controller input into mouse/kb to navigate the launcher + virtual void SetGameLauncherMode( bool bLauncherMode ) = 0; + + // Dismisses the floating keyboard. + virtual bool DismissFloatingGamepadTextInput() = 0; }; #define STEAMUTILS_INTERFACE_VERSION "SteamUtils010" @@ -291,7 +312,7 @@ struct CheckFileSignature_t //----------------------------------------------------------------------------- -// Big Picture gamepad text input has been closed +// Full Screen gamepad text input has been closed //----------------------------------------------------------------------------- struct GamepadTextInputDismissed_t { @@ -300,7 +321,20 @@ struct GamepadTextInputDismissed_t uint32 m_unSubmittedText; }; -// k_iSteamUtilsCallbacks + 15 is taken +// k_iSteamUtilsCallbacks + 15 through 35 are taken + +STEAM_CALLBACK_BEGIN( AppResumingFromSuspend_t, k_iSteamUtilsCallbacks + 36 ) +STEAM_CALLBACK_END(0) + +// k_iSteamUtilsCallbacks + 37 is taken + +//----------------------------------------------------------------------------- +// The floating on-screen keyboard has been closed +//----------------------------------------------------------------------------- +struct FloatingGamepadTextInputDismissed_t +{ + enum { k_iCallback = k_iSteamUtilsCallbacks + 38 }; +}; #pragma pack( pop ) diff --git a/Evolve_goldberg/sdk_includes/steam_gameserver.h b/Evolve_goldberg/sdk_includes/steam_gameserver.h index 3fa0ab1..d8993b1 100644 --- a/Evolve_goldberg/sdk_includes/steam_gameserver.h +++ b/Evolve_goldberg/sdk_includes/steam_gameserver.h @@ -12,6 +12,7 @@ #include "steam_api.h" #include "isteamgameserver.h" +#include "isteamgameserver013.h" #include "isteamgameserver012.h" #include "isteamgameserver011.h" #include "isteamgameserver010.h" @@ -29,10 +30,13 @@ enum EServerMode }; /// Pass to SteamGameServer_Init to indicate that the same UDP port will be used for game traffic -/// UDP queries. In this case, Steam will not open up a socket to handle server browser queries, -/// and you must use ISteamGameServer::HandleIncomingPacket and ISteamGameServer::GetNextOutgoingPacket -/// to handle packets related to server discovery on your socket. -#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) +/// UDP queries for server browser pings and LAN discovery. In this case, Steam will not open up a +/// socket to handle server browser queries, and you must use ISteamGameServer::HandleIncomingPacket +/// and ISteamGameServer::GetNextOutgoingPacket to handle packets related to server discovery on your socket. +const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff; + +// DEPRECATED: This old name was really confusing. +#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) // Initialize SteamGameServer client and interface objects, and set server properties which may not be changed. // @@ -51,9 +55,10 @@ enum EServerMode // - usGamePort is the port that clients will connect to for gameplay. You will usually open up your // own socket bound to this port. // - usQueryPort is the port that will manage server browser related duties and info -// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it +// pings from clients. If you pass STEAMGAMESERVER_QUERY_PORT_SHARED for usQueryPort, then it // will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving -// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h. +// UDP packets for the master server updater. (See ISteamGameServer::HandleIncomingPacket and +// ISteamGameServer::GetNextOutgoingPacket.) // - The version string should be in the form x.x.x.x, and is used by the master server to detect when the // server is out of date. (Only servers with the latest version will be listed.) #ifndef STEAM_API_EXPORTS diff --git a/Evolve_goldberg/sdk_includes/steamclientpublic.h b/Evolve_goldberg/sdk_includes/steamclientpublic.h index 090606f..66d9850 100644 --- a/Evolve_goldberg/sdk_includes/steamclientpublic.h +++ b/Evolve_goldberg/sdk_includes/steamclientpublic.h @@ -145,6 +145,9 @@ enum EResult k_EResultNoLauncherSpecified = 117, // No launcher was specified, but a launcher was needed to choose correct realm for operation. k_EResultMustAgreeToSSA = 118, // User must agree to china SSA or global SSA before login k_EResultLauncherMigrated = 119, // The specified launcher type is no longer supported; the user should be directed elsewhere + k_EResultSteamRealmMismatch = 120, // The user's realm does not match the realm of the requested resource + k_EResultInvalidSignature = 121, // signature check did not match + k_EResultParseFailure = 122, // Failed to parse input }; // Error codes for use with the voice functions diff --git a/Evolve_goldberg/sdk_includes/steamnetworkingtypes.h b/Evolve_goldberg/sdk_includes/steamnetworkingtypes.h index 6616a1f..62bd65e 100644 --- a/Evolve_goldberg/sdk_includes/steamnetworkingtypes.h +++ b/Evolve_goldberg/sdk_includes/steamnetworkingtypes.h @@ -1057,31 +1057,10 @@ enum ESteamNetworkingConfigValue { k_ESteamNetworkingConfig_Invalid = 0, - /// [global float, 0--100] Randomly discard N pct of packets instead of sending/recv - /// This is a global option only, since it is applied at a low level - /// where we don't have much context - k_ESteamNetworkingConfig_FakePacketLoss_Send = 2, - k_ESteamNetworkingConfig_FakePacketLoss_Recv = 3, - - /// [global int32]. Delay all outbound/inbound packets by N ms - k_ESteamNetworkingConfig_FakePacketLag_Send = 4, - k_ESteamNetworkingConfig_FakePacketLag_Recv = 5, - - /// [global float] 0-100 Percentage of packets we will add additional delay - /// to (causing them to be reordered) - k_ESteamNetworkingConfig_FakePacketReorder_Send = 6, - k_ESteamNetworkingConfig_FakePacketReorder_Recv = 7, - - /// [global int32] Extra delay, in ms, to apply to reordered packets. - k_ESteamNetworkingConfig_FakePacketReorder_Time = 8, - - /// [global float 0--100] Globally duplicate some percentage of packets we send - k_ESteamNetworkingConfig_FakePacketDup_Send = 26, - k_ESteamNetworkingConfig_FakePacketDup_Recv = 27, - /// [global int32] Amount of delay, in ms, to delay duplicated packets. - /// (We chose a random delay between 0 and this value) - k_ESteamNetworkingConfig_FakePacketDup_TimeMax = 28, +// +// Connection options +// /// [connection int32] Timeout value (in ms) to use when first connecting k_ESteamNetworkingConfig_TimeoutInitial = 24, @@ -1094,6 +1073,41 @@ enum ESteamNetworkingConfigValue /// Default is 512k (524288 bytes) k_ESteamNetworkingConfig_SendBufferSize = 9, + /// [connection int64] Get/set userdata as a configuration option. + /// The default value is -1. You may want to set the user data as + /// a config value, instead of using ISteamNetworkingSockets::SetConnectionUserData + /// in two specific instances: + /// + /// - You wish to set the userdata atomically when creating + /// an outbound connection, so that the userdata is filled in properly + /// for any callbacks that happen. However, note that this trick + /// only works for connections initiated locally! For incoming + /// connections, multiple state transitions may happen and + /// callbacks be queued, before you are able to service the first + /// callback! Be careful! + /// + /// - You can set the default userdata for all newly created connections + /// by setting this value at a higher level (e.g. on the listen + /// socket or at the global level.) Then this default + /// value will be inherited when the connection is created. + /// This is useful in case -1 is a valid userdata value, and you + /// wish to use something else as the default value so you can + /// tell if it has been set or not. + /// + /// HOWEVER: once a connection is created, the effective value is + /// then bound to the connection. Unlike other connection options, + /// if you change it again at a higher level, the new value will not + /// be inherited by connections. + /// + /// Using the userdata field in callback structs is not advised because + /// of tricky race conditions. Instead, you might try one of these methods: + /// + /// - Use a separate map with the HSteamNetConnection as the key. + /// - Fetch the userdata from the connection in your callback + /// using ISteamNetworkingSockets::GetConnectionUserData, to + // ensure you have the current value. + k_ESteamNetworkingConfig_ConnectionUserData = 40, + /// [connection int32] Minimum/maximum send rate clamp, 0 is no limit. /// This value will control the min/max allowed sending rate that /// bandwidth estimation is allowed to reach. Default is 0 (no-limit) @@ -1253,6 +1267,58 @@ enum ESteamNetworkingConfigValue /// This value should not be read or written in any other context. k_ESteamNetworkingConfig_LocalVirtualPort = 38, +// +// Simulating network conditions +// +// These are global (not per-connection) because they apply at +// a relatively low UDP layer. +// + + /// [global float, 0--100] Randomly discard N pct of packets instead of sending/recv + /// This is a global option only, since it is applied at a low level + /// where we don't have much context + k_ESteamNetworkingConfig_FakePacketLoss_Send = 2, + k_ESteamNetworkingConfig_FakePacketLoss_Recv = 3, + + /// [global int32]. Delay all outbound/inbound packets by N ms + k_ESteamNetworkingConfig_FakePacketLag_Send = 4, + k_ESteamNetworkingConfig_FakePacketLag_Recv = 5, + + /// [global float] 0-100 Percentage of packets we will add additional delay + /// to (causing them to be reordered) + k_ESteamNetworkingConfig_FakePacketReorder_Send = 6, + k_ESteamNetworkingConfig_FakePacketReorder_Recv = 7, + + /// [global int32] Extra delay, in ms, to apply to reordered packets. + k_ESteamNetworkingConfig_FakePacketReorder_Time = 8, + + /// [global float 0--100] Globally duplicate some percentage of packets we send + k_ESteamNetworkingConfig_FakePacketDup_Send = 26, + k_ESteamNetworkingConfig_FakePacketDup_Recv = 27, + + /// [global int32] Amount of delay, in ms, to delay duplicated packets. + /// (We chose a random delay between 0 and this value) + k_ESteamNetworkingConfig_FakePacketDup_TimeMax = 28, + + /// [global int32] Trace every UDP packet, similar to Wireshark or tcpdump. + /// Value is max number of bytes to dump. -1 disables tracing. + // 0 only traces the info but no actual data bytes + k_ESteamNetworkingConfig_PacketTraceMaxBytes = 41, + + + // [global int32] Global UDP token bucket rate limits. + // "Rate" refers to the steady state rate. (Bytes/sec, the + // rate that tokens are put into the bucket.) "Burst" + // refers to the max amount that could be sent in a single + // burst. (In bytes, the max capacity of the bucket.) + // Rate=0 disables the limiter entirely, which is the default. + // Burst=0 disables burst. (This is not realistic. A + // burst of at least 4K is recommended; the default is higher.) + k_ESteamNetworkingConfig_FakeRateLimit_Send_Rate = 42, + k_ESteamNetworkingConfig_FakeRateLimit_Send_Burst = 43, + k_ESteamNetworkingConfig_FakeRateLimit_Recv_Rate = 44, + k_ESteamNetworkingConfig_FakeRateLimit_Recv_Burst = 45, + // // Callbacks // diff --git a/Evolve_goldberg/sha/sha1.hpp b/Evolve_goldberg/sha/sha1.hpp new file mode 100644 index 0000000..1d4944f --- /dev/null +++ b/Evolve_goldberg/sha/sha1.hpp @@ -0,0 +1,335 @@ +/* + sha1.hpp - source code of + + ============ + SHA-1 in C++ + ============ + + 100% Public Domain. + + Original C Code + -- Steve Reid + Small changes to fit into bglibs + -- Bruce Guenter + Translation to simpler C++ Code + -- Volker Diels-Grabsch + Safety fixes + -- Eugene Hopkinson + Header-only library + -- Zlatko Michailov +*/ + +#ifndef SHA1_HPP +#define SHA1_HPP + + +#include +#include +#include +#include +#include +#include + + +class SHA1 +{ +public: + SHA1(); + void update(const std::string &s); + void update(std::istream &is); + std::string final(); + static std::string from_file(const std::string &filename); + +private: + uint32_t digest[5]; + std::string buffer; + uint64_t transforms; +}; + + +static const size_t BLOCK_INTS = 16; /* number of 32bit integers per SHA1 block */ +static const size_t BLOCK_BYTES = BLOCK_INTS * 4; + + +inline static void reset(uint32_t digest[], std::string &buffer, uint64_t &transforms) +{ + /* SHA1 initialization constants */ + digest[0] = 0x67452301; + digest[1] = 0xefcdab89; + digest[2] = 0x98badcfe; + digest[3] = 0x10325476; + digest[4] = 0xc3d2e1f0; + + /* Reset counters */ + buffer = ""; + transforms = 0; +} + + +inline static uint32_t rol(const uint32_t value, const size_t bits) +{ + return (value << bits) | (value >> (32 - bits)); +} + + +inline static uint32_t blk(const uint32_t block[BLOCK_INTS], const size_t i) +{ + return rol(block[(i+13)&15] ^ block[(i+8)&15] ^ block[(i+2)&15] ^ block[i], 1); +} + + +/* + * (R0+R1), R2, R3, R4 are the different operations used in SHA1 + */ + +inline static void R0(const uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t &w, const uint32_t x, const uint32_t y, uint32_t &z, const size_t i) +{ + z += ((w&(x^y))^y) + block[i] + 0x5a827999 + rol(v, 5); + w = rol(w, 30); +} + + +inline static void R1(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t &w, const uint32_t x, const uint32_t y, uint32_t &z, const size_t i) +{ + block[i] = blk(block, i); + z += ((w&(x^y))^y) + block[i] + 0x5a827999 + rol(v, 5); + w = rol(w, 30); +} + + +inline static void R2(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t &w, const uint32_t x, const uint32_t y, uint32_t &z, const size_t i) +{ + block[i] = blk(block, i); + z += (w^x^y) + block[i] + 0x6ed9eba1 + rol(v, 5); + w = rol(w, 30); +} + + +inline static void R3(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t &w, const uint32_t x, const uint32_t y, uint32_t &z, const size_t i) +{ + block[i] = blk(block, i); + z += (((w|x)&y)|(w&x)) + block[i] + 0x8f1bbcdc + rol(v, 5); + w = rol(w, 30); +} + + +inline static void R4(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t &w, const uint32_t x, const uint32_t y, uint32_t &z, const size_t i) +{ + block[i] = blk(block, i); + z += (w^x^y) + block[i] + 0xca62c1d6 + rol(v, 5); + w = rol(w, 30); +} + + +/* + * Hash a single 512-bit block. This is the core of the algorithm. + */ + +inline static void transform(uint32_t digest[], uint32_t block[BLOCK_INTS], uint64_t &transforms) +{ + /* Copy digest[] to working vars */ + uint32_t a = digest[0]; + uint32_t b = digest[1]; + uint32_t c = digest[2]; + uint32_t d = digest[3]; + uint32_t e = digest[4]; + + /* 4 rounds of 20 operations each. Loop unrolled. */ + R0(block, a, b, c, d, e, 0); + R0(block, e, a, b, c, d, 1); + R0(block, d, e, a, b, c, 2); + R0(block, c, d, e, a, b, 3); + R0(block, b, c, d, e, a, 4); + R0(block, a, b, c, d, e, 5); + R0(block, e, a, b, c, d, 6); + R0(block, d, e, a, b, c, 7); + R0(block, c, d, e, a, b, 8); + R0(block, b, c, d, e, a, 9); + R0(block, a, b, c, d, e, 10); + R0(block, e, a, b, c, d, 11); + R0(block, d, e, a, b, c, 12); + R0(block, c, d, e, a, b, 13); + R0(block, b, c, d, e, a, 14); + R0(block, a, b, c, d, e, 15); + R1(block, e, a, b, c, d, 0); + R1(block, d, e, a, b, c, 1); + R1(block, c, d, e, a, b, 2); + R1(block, b, c, d, e, a, 3); + R2(block, a, b, c, d, e, 4); + R2(block, e, a, b, c, d, 5); + R2(block, d, e, a, b, c, 6); + R2(block, c, d, e, a, b, 7); + R2(block, b, c, d, e, a, 8); + R2(block, a, b, c, d, e, 9); + R2(block, e, a, b, c, d, 10); + R2(block, d, e, a, b, c, 11); + R2(block, c, d, e, a, b, 12); + R2(block, b, c, d, e, a, 13); + R2(block, a, b, c, d, e, 14); + R2(block, e, a, b, c, d, 15); + R2(block, d, e, a, b, c, 0); + R2(block, c, d, e, a, b, 1); + R2(block, b, c, d, e, a, 2); + R2(block, a, b, c, d, e, 3); + R2(block, e, a, b, c, d, 4); + R2(block, d, e, a, b, c, 5); + R2(block, c, d, e, a, b, 6); + R2(block, b, c, d, e, a, 7); + R3(block, a, b, c, d, e, 8); + R3(block, e, a, b, c, d, 9); + R3(block, d, e, a, b, c, 10); + R3(block, c, d, e, a, b, 11); + R3(block, b, c, d, e, a, 12); + R3(block, a, b, c, d, e, 13); + R3(block, e, a, b, c, d, 14); + R3(block, d, e, a, b, c, 15); + R3(block, c, d, e, a, b, 0); + R3(block, b, c, d, e, a, 1); + R3(block, a, b, c, d, e, 2); + R3(block, e, a, b, c, d, 3); + R3(block, d, e, a, b, c, 4); + R3(block, c, d, e, a, b, 5); + R3(block, b, c, d, e, a, 6); + R3(block, a, b, c, d, e, 7); + R3(block, e, a, b, c, d, 8); + R3(block, d, e, a, b, c, 9); + R3(block, c, d, e, a, b, 10); + R3(block, b, c, d, e, a, 11); + R4(block, a, b, c, d, e, 12); + R4(block, e, a, b, c, d, 13); + R4(block, d, e, a, b, c, 14); + R4(block, c, d, e, a, b, 15); + R4(block, b, c, d, e, a, 0); + R4(block, a, b, c, d, e, 1); + R4(block, e, a, b, c, d, 2); + R4(block, d, e, a, b, c, 3); + R4(block, c, d, e, a, b, 4); + R4(block, b, c, d, e, a, 5); + R4(block, a, b, c, d, e, 6); + R4(block, e, a, b, c, d, 7); + R4(block, d, e, a, b, c, 8); + R4(block, c, d, e, a, b, 9); + R4(block, b, c, d, e, a, 10); + R4(block, a, b, c, d, e, 11); + R4(block, e, a, b, c, d, 12); + R4(block, d, e, a, b, c, 13); + R4(block, c, d, e, a, b, 14); + R4(block, b, c, d, e, a, 15); + + /* Add the working vars back into digest[] */ + digest[0] += a; + digest[1] += b; + digest[2] += c; + digest[3] += d; + digest[4] += e; + + /* Count the number of transformations */ + transforms++; +} + + +inline static void buffer_to_block(const std::string &buffer, uint32_t block[BLOCK_INTS]) +{ + /* Convert the std::string (byte buffer) to a uint32_t array (MSB) */ + for (size_t i = 0; i < BLOCK_INTS; i++) + { + block[i] = (buffer[4*i+3] & 0xff) + | (buffer[4*i+2] & 0xff)<<8 + | (buffer[4*i+1] & 0xff)<<16 + | (buffer[4*i+0] & 0xff)<<24; + } +} + + +inline SHA1::SHA1() +{ + reset(digest, buffer, transforms); +} + + +inline void SHA1::update(const std::string &s) +{ + std::istringstream is(s); + update(is); +} + + +inline void SHA1::update(std::istream &is) +{ + while (true) + { + char sbuf[BLOCK_BYTES]; + is.read(sbuf, BLOCK_BYTES - buffer.size()); + buffer.append(sbuf, (std::size_t)is.gcount()); + if (buffer.size() != BLOCK_BYTES) + { + return; + } + uint32_t block[BLOCK_INTS]; + buffer_to_block(buffer, block); + transform(digest, block, transforms); + buffer.clear(); + } +} + + +/* + * Add padding and return the message digest. + */ + +inline std::string SHA1::final() +{ + /* Total number of hashed bits */ + uint64_t total_bits = (transforms*BLOCK_BYTES + buffer.size()) * 8; + + /* Padding */ + buffer += (char)0x80; + size_t orig_size = buffer.size(); + while (buffer.size() < BLOCK_BYTES) + { + buffer += (char)0x00; + } + + uint32_t block[BLOCK_INTS]; + buffer_to_block(buffer, block); + + if (orig_size > BLOCK_BYTES - 8) + { + transform(digest, block, transforms); + for (size_t i = 0; i < BLOCK_INTS - 2; i++) + { + block[i] = 0; + } + } + + /* Append total_bits, split this uint64_t into two uint32_t */ + block[BLOCK_INTS - 1] = (uint32_t)total_bits; + block[BLOCK_INTS - 2] = (uint32_t)(total_bits >> 32); + transform(digest, block, transforms); + + unsigned char output[20]; + for (size_t i = 0; i < sizeof(digest) / sizeof(digest[0]); i++) + { + output[i*4] = digest[i] >> 24; + output[i*4 + 1] = (digest[i] >> 16) & 0xFF; + output[i*4 + 2] = (digest[i] >> 8) & 0xFF; + output[i*4 + 3] = (digest[i]) & 0xFF; + } + + /* Reset for next run */ + reset(digest, buffer, transforms); + + return std::string((char *)output, sizeof(output)); +} + + +inline std::string SHA1::from_file(const std::string &filename) +{ + std::ifstream stream(filename.c_str(), std::ios::binary); + SHA1 checksum; + checksum.update(stream); + return checksum.final(); +} + + +#endif /* SHA1_HPP */ diff --git a/Evolve_goldberg/steamclient.cpp b/Evolve_goldberg/steamclient.cpp new file mode 100644 index 0000000..6e933ba --- /dev/null +++ b/Evolve_goldberg/steamclient.cpp @@ -0,0 +1,17 @@ + +//#include "dll.h" +#include "Windows.h" +#ifdef _WIN64 +#define DLL_NAME "steam_api64.dll" +#else +#define DLL_NAME "steam_api.dll" +#endif + +extern "C" __declspec( dllexport ) void *CreateInterface( const char *pName, int *pReturnCode ) +{ + //PRINT_DEBUG("steamclient CreateInterface %s\n", pName); + HMODULE steam_api = LoadLibraryA(DLL_NAME); + void *(__stdcall* create_interface)(const char*) = (void * (__stdcall *)(const char*))GetProcAddress(steam_api, "SteamInternal_CreateInterface"); + + return create_interface(pName); +} diff --git a/Evolve_goldberg/steamclient_loader/ColdClientLoader.cpp b/Evolve_goldberg/steamclient_loader/ColdClientLoader.cpp index 4c364fa..6e790ab 100644 --- a/Evolve_goldberg/steamclient_loader/ColdClientLoader.cpp +++ b/Evolve_goldberg/steamclient_loader/ColdClientLoader.cpp @@ -10,13 +10,13 @@ #include #include -bool IsNotRelativePathOrRemoveFileName(CHAR* output, bool Remove) +bool IsNotRelativePathOrRemoveFileName(WCHAR* output, bool Remove) { - int LG = lstrlenA(output); + int LG = lstrlenW(output); for (int i = LG; i > 0; i--) { if (output[i] == '\\') { if(Remove) - RtlFillMemory(&output[i], LG - i, NULL); + RtlFillMemory(&output[i], (LG - i) * sizeof(WCHAR), NULL); return true; } } @@ -25,81 +25,84 @@ bool IsNotRelativePathOrRemoveFileName(CHAR* output, bool Remove) int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow) { - CHAR CurrentDirectory[MAX_PATH] = { 0 }; - CHAR Client64Path[MAX_PATH] = { 0 }; - CHAR ClientPath[MAX_PATH] = { 0 }; - CHAR ExeFile[MAX_PATH] = { 0 }; - CHAR ExeRunDir[MAX_PATH] = { 0 }; - CHAR ExeCommandLine[4096] = { 0 }; - CHAR AppId[128] = { 0 }; - - STARTUPINFOA info = { sizeof(info) }; + WCHAR CurrentDirectory[MAX_PATH] = { 0 }; + WCHAR Client64Path[MAX_PATH] = { 0 }; + WCHAR ClientPath[MAX_PATH] = { 0 }; + WCHAR ExeFile[MAX_PATH] = { 0 }; + WCHAR ExeRunDir[MAX_PATH] = { 0 }; + WCHAR ExeCommandLine[4096] = { 0 }; + WCHAR AppId[128] = { 0 }; + + STARTUPINFOW info = { sizeof(info) }; PROCESS_INFORMATION processInfo; - int Length = GetModuleFileNameA(GetModuleHandleA(NULL), CurrentDirectory, sizeof(CurrentDirectory)) + 1; + int Length = GetModuleFileNameW(GetModuleHandleW(NULL), CurrentDirectory, sizeof(CurrentDirectory)) + 1; for (int i = Length; i > 0; i--) { if (CurrentDirectory[i] == '\\') { - lstrcpyA(&CurrentDirectory[i + 1], "ColdClientLoader.ini"); + lstrcpyW(&CurrentDirectory[i + 1], L"ColdClientLoader.ini"); break; } } - if (GetFileAttributesA(CurrentDirectory) == INVALID_FILE_ATTRIBUTES) { + if (GetFileAttributesW(CurrentDirectory) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the configuration file(ColdClientLoader.ini).", "ColdClientLoader", MB_ICONERROR); return 0; } - GetPrivateProfileStringA("SteamClient", "SteamClient64Dll", "", Client64Path, MAX_PATH, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "SteamClientDll", "", ClientPath, MAX_PATH, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "Exe", NULL, ExeFile, MAX_PATH, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "ExeRunDir", NULL, ExeRunDir, MAX_PATH, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "ExeCommandLine", NULL, ExeCommandLine, 4096, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "AppId", NULL, AppId, sizeof(AppId), CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"SteamClient64Dll", L"", Client64Path, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"SteamClientDll", L"", ClientPath, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"Exe", NULL, ExeFile, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"ExeRunDir", NULL, ExeRunDir, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"ExeCommandLine", NULL, ExeCommandLine, 4096, CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"AppId", NULL, AppId, sizeof(AppId), CurrentDirectory); if (AppId[0]) { - SetEnvironmentVariableA("SteamAppId", AppId); - SetEnvironmentVariableA("SteamGameId", AppId); + SetEnvironmentVariableW(L"SteamAppId", AppId); + SetEnvironmentVariableW(L"SteamGameId", AppId); + } else { + MessageBoxA(NULL, "You forgot to set the AppId.", "ColdClientLoader", MB_ICONERROR); + return 0; } - CHAR TMP[MAX_PATH] = {}; + WCHAR TMP[MAX_PATH] = {}; if (!IsNotRelativePathOrRemoveFileName(Client64Path, false)) { - lstrcpyA(TMP, Client64Path); + lstrcpyW(TMP, Client64Path); ZeroMemory(Client64Path, sizeof(Client64Path)); - GetFullPathNameA(TMP, MAX_PATH, Client64Path, NULL); + GetFullPathNameW(TMP, MAX_PATH, Client64Path, NULL); } if (!IsNotRelativePathOrRemoveFileName(ClientPath, false)) { - lstrcpyA(TMP, ClientPath); + lstrcpyW(TMP, ClientPath); ZeroMemory(ClientPath, sizeof(ClientPath)); - GetFullPathNameA(TMP, MAX_PATH, ClientPath, NULL); + GetFullPathNameW(TMP, MAX_PATH, ClientPath, NULL); } if (!IsNotRelativePathOrRemoveFileName(ExeFile, false)) { - lstrcpyA(TMP, ExeFile); + lstrcpyW(TMP, ExeFile); ZeroMemory(ExeFile, sizeof(ExeFile)); - GetFullPathNameA(TMP, MAX_PATH, ExeFile, NULL); + GetFullPathNameW(TMP, MAX_PATH, ExeFile, NULL); } if (!IsNotRelativePathOrRemoveFileName(ExeRunDir, false)) { - lstrcpyA(TMP, ExeRunDir); + lstrcpyW(TMP, ExeRunDir); ZeroMemory(ExeRunDir, sizeof(ExeRunDir)); - GetFullPathNameA(TMP, MAX_PATH, ExeRunDir, NULL); + GetFullPathNameW(TMP, MAX_PATH, ExeRunDir, NULL); } - if (GetFileAttributesA(Client64Path) == INVALID_FILE_ATTRIBUTES) { + if (GetFileAttributesW(Client64Path) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the requested SteamClient64Dll.", "ColdClientLoader", MB_ICONERROR); return 0; } - if (GetFileAttributesA(ClientPath) == INVALID_FILE_ATTRIBUTES) { + if (GetFileAttributesW(ClientPath) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the requested SteamClientDll.", "ColdClientLoader", MB_ICONERROR); return 0; } - if (GetFileAttributesA(ExeFile) == INVALID_FILE_ATTRIBUTES) { + if (GetFileAttributesW(ExeFile) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the requested Exe file.", "ColdClientLoader", MB_ICONERROR); return 0; } - CHAR CommandLine[8192]; - snprintf(CommandLine, sizeof(CommandLine), "\"%s\" %s", ExeFile, ExeCommandLine); - if (!ExeFile[0] || !CreateProcessA(ExeFile, CommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) + WCHAR CommandLine[8192]; + _snwprintf(CommandLine, _countof(CommandLine), L"\"%ls\" %ls", ExeFile, ExeCommandLine); + if (!ExeFile[0] || !CreateProcessW(ExeFile, CommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) { MessageBoxA(NULL, "Unable to load the requested EXE file.", "ColdClientLoader", MB_ICONERROR); return 0; @@ -111,18 +114,18 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance bool orig_steam = false; DWORD keyType = REG_SZ; - CHAR OrgSteamCDir[MAX_PATH] = { 0 }; - CHAR OrgSteamCDir64[MAX_PATH] = { 0 }; + WCHAR OrgSteamCDir[MAX_PATH] = { 0 }; + WCHAR OrgSteamCDir64[MAX_PATH] = { 0 }; DWORD Size1 = MAX_PATH; DWORD Size2 = MAX_PATH; - if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) + if (RegOpenKeyExW(HKEY_CURRENT_USER, L"Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) { orig_steam = true; // Get original values to restore later. - RegQueryValueExA(Registrykey, "SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1); - RegQueryValueExA(Registrykey, "SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2); + RegQueryValueExW(Registrykey, L"SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1); + RegQueryValueExW(Registrykey, L"SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2); } else { - if (RegCreateKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE, + if (RegCreateKeyExW(HKEY_CURRENT_USER, L"Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL, &Registrykey, NULL) != ERROR_SUCCESS) { MessageBoxA(NULL, "Unable to patch Steam process informations on the Windows registry.", "ColdClientLoader", MB_ICONERROR); @@ -137,17 +140,17 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance { // Before saving to the registry check again if the path was valid and if the file exist - if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) { - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1); + if (GetFileAttributesW(ClientPath) != INVALID_FILE_ATTRIBUTES) { + RegSetValueExW(Registrykey, L"SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)(lstrlenW(ClientPath) * sizeof(WCHAR)) + 1); } else { - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0); + RegSetValueExW(Registrykey, L"SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0); } - if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) { - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1); + if (GetFileAttributesW(Client64Path) != INVALID_FILE_ATTRIBUTES) { + RegSetValueExW(Registrykey, L"SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)(lstrlenW(Client64Path) * sizeof(WCHAR)) + 1); } else { - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0); + RegSetValueExW(Registrykey, L"SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0); } } RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1); @@ -161,11 +164,11 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance CloseHandle(processInfo.hThread); if (orig_steam) { - if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) + if (RegOpenKeyExW(HKEY_CURRENT_USER, L"Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) { // Restore the values. - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)OrgSteamCDir, (DWORD)lstrlenA(OrgSteamCDir) + 1); - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)OrgSteamCDir64, (DWORD)lstrlenA(OrgSteamCDir64) + 1); + RegSetValueExW(Registrykey, L"SteamClientDll", NULL, REG_SZ, (LPBYTE)OrgSteamCDir, Size1); + RegSetValueExW(Registrykey, L"SteamClientDll64", NULL, REG_SZ, (LPBYTE)OrgSteamCDir64, Size2); // Close the HKEY Handle. RegCloseKey(Registrykey); diff --git a/Evolve_goldberg/website/template.html b/Evolve_goldberg/website/template.html index fe46ce9..7c314ff 100644 --- a/Evolve_goldberg/website/template.html +++ b/Evolve_goldberg/website/template.html @@ -17,8 +17,7 @@

Help

There's also a Readme in the zip that you download. Most issues can be easily resolved by reading it (The first few lines are the most important).

Chatroom

-
IRC channel: #goldberg_emulator@freenode -You can also join it with: Riot (recommended for people used to the bloated garbage named "discord") or any other matrix client.
+
Matrix room: Element

Other Links

diff --git a/README.md b/README.md index 8b13789..18d8c15 100644 --- a/README.md +++ b/README.md @@ -1 +1,65 @@ +# Evolve Legacy Reborn +#### 介绍/Instruction + +该项目旨在对《遗产进化》进行修改,使其能够在局域网环境下,免Steam进行游玩。 + +This project will make Evolve legacy coop in LAN/Virtual LAN. + +**该项目禁止用于商业活动!严禁倒卖!如果用于直播联机,必须注明这点!** + +进化(已停服) 游戏地址:https://store.steampowered.com/app/273350/ + +进化停服说明,及遗产进化是什么(L)公告地址(中文): + +https://support.2k.com/hc/zh-tw/articles/360004104913--Evolve-%E7%9A%84%E9%87%8D%E8%A6%81%E5%85%AC%E5%91%8A + +#### 软件架构 + +软件架构说明: +该项目目前基于Goldberg_emulator和mitmproxy发挥作用; + +#### 安装教程 + +1. 将补丁解压后直接放入游戏目录替换原文件即可。之后使用Bin64_SteamRetail内的Evolve.exe启动游戏。 + +#### 编译说明 + +goldberg部分请自行参照goldberg补丁(goldberg在gitlab上)编译; + +Server模拟部分,需要python mitmproxy==6.0.1 + +bintrust直接编译即可。 + +很抱歉我写的注释全部是中文,可能会给国外的用户带来很大的困扰。 + +#### 说明 + + 1. 内部代码经过多次迭代之后,现在使用bintrust(替代wintrust)实现重定向;使用mitmproxy来进行模拟。 + 2. 目前打包的release内使用的是群友的服务器。 + 3. 项目若无必要将不会有后续更新。该项目仅做引流用。 + +#### 参与贡献 + +参与贡献的人员: +@Nemirtingas(Gitlab) 协助解决游戏黑屏的验证检查(十分感谢!没有这位大佬的帮助,真的就卡住了) +@schmogmog 协助进行测试 +@nemerod 初期对游戏代码进行了分析,并给出了游戏连接的服务器列表 +@kiagam 初期使用Python等工具抓取,为后来使用mitmproxy提供思路。 +@1101839859(Pinenut) 按照思路整合脚本,模拟服务器验证。 +@pikapika 提供测试及某些成品打包 + +#### 帮助我们? + +当前有的两个问题: + +1. mitmproxy作为反代验证服务器,对其性能的担忧 +2. ws2_32.dll(也就是使用ca-bundle.crt的验证)目前还不知道如何脱掉https头,或者去掉这个验证。 + +#### 支持? + +如果乐意请作者一杯咖啡,或者希望帮助作者维持服务器费用,可以使用XMR钱包: + +46QCd5fqNQTG3xgpmnwbsS8X1DBvbd23EaLtYgYTrdRtaKY3knX5gFCKCZQDcirMzTPexqTZRyt14JgsBbkZL79GGSghPsS + +**由于项目的特殊性,本人目前不接受其他任何捐赠方式。** diff --git a/README_zh.md b/README_zh.md deleted file mode 100644 index a9d1c1d..0000000 --- a/README_zh.md +++ /dev/null @@ -1,48 +0,0 @@ -# Evolve Legacy Reborn - -#### 介绍/Instruction -//English instruction are empty now. -该项目旨在对《遗产进化》进行修改,使其能够在局域网环境下,免Steam进行游玩。 -进化(已停服) 游戏地址:https://store.steampowered.com/app/273350/ -进化停服说明,及遗产进化是什么(L)公告地址(中文): -https://support.2k.com/hc/zh-tw/articles/360004104913--Evolve-%E7%9A%84%E9%87%8D%E8%A6%81%E5%85%AC%E5%91%8A - - - -#### 软件架构 -软件架构说明: -该项目目前基于Goldberg_emulator和mitmproxy发挥作用; -为方便使用,某些时候会使用Netch(https://github.com/NetchX/Netch )对游戏进行代理。 - -#### 安装教程 - -暂无。请耐心等待。 -1. xxxx -2. xxxx -3. xxxx - -#### 说明 - -1. Evolve_goldberg文件夹内为goldberg_emulator的源码,源fork位置:https://gitlab.com/Mr_Goldberg/goldberg_emulator 有部分修改 -2. Evolve_ServerEmulator内为配置好的mitmproxy脚本及需要的json文件 -3. picture文件夹内存放的是我的小静态页面使用的图片。 -4. 目前还没有成品啦! - -#### 参与贡献 - -参与贡献的人员: -@Nemirtingas(Gitlab) 协助解决游戏黑屏的验证检查(十分感谢!没有这位大佬的帮助,真的就卡住了) -@schmogmog 协助进行测试 -@nemerod 初期对游戏代码进行了分析,并给出了游戏连接的服务器列表 -@kiagam 初期使用Python等工具抓取,为后来使用mitmproxy提供思路。 -@1101839859(Pinenut) 按照思路整合脚本,模拟服务器验证。 - -#### 帮助我们? - -(因为唯一的中文语言开发者没怎么用过Github,这些是从说明里拿到的数据) -1. Fork 本仓库 -2. 新建 Feat_xxx 分支 -3. 提交代码 -4. 新建 Pull Request - - diff --git a/bintrust/Dll1.sln b/bintrust/Dll1.sln new file mode 100644 index 0000000..a59a1b6 --- /dev/null +++ b/bintrust/Dll1.sln @@ -0,0 +1,31 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.31515.178 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Dll1", "Dll1\Dll1.vcxproj", "{7F295AF5-388A-4C02-BD05-EA6BBC3D3C8F}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x64 = Debug|x64 + Debug|x86 = Debug|x86 + Release|x64 = Release|x64 + Release|x86 = Release|x86 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {7F295AF5-388A-4C02-BD05-EA6BBC3D3C8F}.Debug|x64.ActiveCfg = Debug|x64 + {7F295AF5-388A-4C02-BD05-EA6BBC3D3C8F}.Debug|x64.Build.0 = Debug|x64 + {7F295AF5-388A-4C02-BD05-EA6BBC3D3C8F}.Debug|x86.ActiveCfg = Debug|Win32 + {7F295AF5-388A-4C02-BD05-EA6BBC3D3C8F}.Debug|x86.Build.0 = Debug|Win32 + {7F295AF5-388A-4C02-BD05-EA6BBC3D3C8F}.Release|x64.ActiveCfg = Release|x64 + {7F295AF5-388A-4C02-BD05-EA6BBC3D3C8F}.Release|x64.Build.0 = Release|x64 + {7F295AF5-388A-4C02-BD05-EA6BBC3D3C8F}.Release|x86.ActiveCfg = Release|Win32 + {7F295AF5-388A-4C02-BD05-EA6BBC3D3C8F}.Release|x86.Build.0 = Release|Win32 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {0A3077A2-8828-4F73-B039-6E84DB32C096} + EndGlobalSection +EndGlobal diff --git a/bintrust/Dll1/Dll1.aps b/bintrust/Dll1/Dll1.aps new file mode 100644 index 0000000..fe67da7 Binary files /dev/null and b/bintrust/Dll1/Dll1.aps differ diff --git a/bintrust/Dll1/Dll1.rc b/bintrust/Dll1/Dll1.rc new file mode 100644 index 0000000..762a362 --- /dev/null +++ b/bintrust/Dll1/Dll1.rc @@ -0,0 +1,100 @@ +// Microsoft Visual C++ generated resource script. +// +#include "resource.h" + +#define APSTUDIO_READONLY_SYMBOLS +///////////////////////////////////////////////////////////////////////////// +// +// Generated from the TEXTINCLUDE 2 resource. +// +#include "winres.h" + +///////////////////////////////////////////////////////////////////////////// +#undef APSTUDIO_READONLY_SYMBOLS + +///////////////////////////////////////////////////////////////////////////// +// (壬й) resources + +#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_CHS) +LANGUAGE LANG_CHINESE, SUBLANG_CHINESE_SIMPLIFIED +#pragma code_page(936) + +#ifdef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// TEXTINCLUDE +// + +1 TEXTINCLUDE +BEGIN + "resource.h\0" +END + +2 TEXTINCLUDE +BEGIN + "#include ""winres.h""\r\n" + "\0" +END + +3 TEXTINCLUDE +BEGIN + "\r\n" + "\0" +END + +#endif // APSTUDIO_INVOKED + + +///////////////////////////////////////////////////////////////////////////// +// +// Version +// + +VS_VERSION_INFO VERSIONINFO + FILEVERSION 1,0,0,1 + PRODUCTVERSION 1,0,0,1 + FILEFLAGSMASK 0x3fL +#ifdef _DEBUG + FILEFLAGS 0x1L +#else + FILEFLAGS 0x0L +#endif + FILEOS 0x40004L + FILETYPE 0x2L + FILESUBTYPE 0x0L +BEGIN + BLOCK "StringFileInfo" + BEGIN + BLOCK "080404b0" + BEGIN + VALUE "CompanyName", "Pinenut" + VALUE "FileDescription", "Lots of thanks to goldberg,Nemirtingas,schmogmog,nemerod and kiagam" + VALUE "FileVersion", "0.0.0.1" + VALUE "InternalName", "WINTRUST.dll" + VALUE "LegalCopyright", "Copyright (C) 2021" + VALUE "OriginalFilename", "wintrust.dll" + VALUE "ProductName", "Pinenut-Crack-For Evolve Legacy" + VALUE "ProductVersion", "1.0.0.1" + END + END + BLOCK "VarFileInfo" + BEGIN + VALUE "Translation", 0x804, 1200 + END +END + +#endif // (壬й) resources +///////////////////////////////////////////////////////////////////////////// + + + +#ifndef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// Generated from the TEXTINCLUDE 3 resource. +// + + +///////////////////////////////////////////////////////////////////////////// +#endif // not APSTUDIO_INVOKED + diff --git a/bintrust/Dll1/Dll1.vcxproj b/bintrust/Dll1/Dll1.vcxproj new file mode 100644 index 0000000..47d2ac1 --- /dev/null +++ b/bintrust/Dll1/Dll1.vcxproj @@ -0,0 +1,191 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + Debug + x64 + + + Release + x64 + + + + + + + NotUsing + + + + + NotUsing + detours/detours.h + + + + + false + Document + ml64 /Fo $(IntDir)%(fileName).obj /c /Cp %(fileName).asm + $(IntDir)%(fileName).obj;%(Outputs) + ml64 /Fo $(IntDir)%(fileName).obj /c /Cp %(fileName).asm + $(IntDir)%(fileName).obj;%(Outputs) + ml64 /Fo $(IntDir)%(fileName).obj /c /Cp %(fileName).asm + $(IntDir)%(fileName).obj;%(Outputs) + ml64 /Fo $(IntDir)%(fileName).obj /c /Cp %(fileName).asm + $(IntDir)%(fileName).obj;%(Outputs) + + + + + + + + + + 16.0 + Win32Proj + {7f295af5-388a-4c02-bd05-ea6bbc3d3c8f} + Dll1 + 10.0 + + + + DynamicLibrary + true + v142 + Unicode + + + DynamicLibrary + false + v142 + true + Unicode + + + DynamicLibrary + true + v142 + MultiByte + + + DynamicLibrary + false + v142 + true + Unicode + + + + + + + + + + + + + + + + + + + + + true + + + false + + + true + + + false + + + + Level3 + true + WIN32;_DEBUG;DLL1_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + true + Use + pch.h + + + Windows + true + false + + + + + Level3 + true + true + true + WIN32;NDEBUG;DLL1_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + true + NotUsing + + + + + Windows + true + true + true + false + + + + + Level3 + true + _DEBUG;DLL1_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + true + Use + pch.h + + + Windows + true + false + + + + + Level3 + true + true + true + NDEBUG;DLL1_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions) + false + NotUsing + + + + + Windows + true + true + true + false + + + + + + \ No newline at end of file diff --git a/bintrust/Dll1/Dll1.vcxproj.filters b/bintrust/Dll1/Dll1.vcxproj.filters new file mode 100644 index 0000000..3a232d7 --- /dev/null +++ b/bintrust/Dll1/Dll1.vcxproj.filters @@ -0,0 +1,37 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx + + + {93995380-89BD-4b04-88EB-625FBE52EBFB} + h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd + + + {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} + rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms + + + + + 源文件 + + + + + 资源文件 + + + + + 头文件 + + + + + 资源文件 + + + \ No newline at end of file diff --git a/bintrust/Dll1/Dll1.vcxproj.user b/bintrust/Dll1/Dll1.vcxproj.user new file mode 100644 index 0000000..88a5509 --- /dev/null +++ b/bintrust/Dll1/Dll1.vcxproj.user @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/bintrust/Dll1/detours.lib b/bintrust/Dll1/detours.lib new file mode 100644 index 0000000..02bb05d Binary files /dev/null and b/bintrust/Dll1/detours.lib differ diff --git a/bintrust/Dll1/detours.pdb b/bintrust/Dll1/detours.pdb new file mode 100644 index 0000000..9dfc2a7 Binary files /dev/null and b/bintrust/Dll1/detours.pdb differ diff --git a/bintrust/Dll1/detours/creatwth.cpp b/bintrust/Dll1/detours/creatwth.cpp new file mode 100644 index 0000000..8230b83 --- /dev/null +++ b/bintrust/Dll1/detours/creatwth.cpp @@ -0,0 +1,1783 @@ +////////////////////////////////////////////////////////////////////////////// +// +// Create a process with a DLL (creatwth.cpp of detours.lib) +// +// Microsoft Research Detours Package, Version 4.0.1 +// +// Copyright (c) Microsoft Corporation. All rights reserved. +// + +// #define DETOUR_DEBUG 1 +#define DETOURS_INTERNAL +#include "detours.h" +#include + +#if DETOURS_VERSION != 0x4c0c1 // 0xMAJORcMINORcPATCH +#error detours.h version mismatch +#endif + +#define IMPORT_DIRECTORY OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_IMPORT] +#define BOUND_DIRECTORY OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_BOUND_IMPORT] +#define CLR_DIRECTORY OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_COM_DESCRIPTOR] +#define IAT_DIRECTORY OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_IAT] + +////////////////////////////////////////////////////////////////////////////// +// +const GUID DETOUR_EXE_HELPER_GUID = { /* ea0251b9-5cde-41b5-98d0-2af4a26b0fee */ + 0xea0251b9, 0x5cde, 0x41b5, + { 0x98, 0xd0, 0x2a, 0xf4, 0xa2, 0x6b, 0x0f, 0xee }}; + +////////////////////////////////////////////////////////////////////////////// +// +// Enumerate through modules in the target process. +// +static PVOID LoadNtHeaderFromProcess(_In_ HANDLE hProcess, + _In_ HMODULE hModule, + _Out_ PIMAGE_NT_HEADERS32 pNtHeader) +{ + ZeroMemory(pNtHeader, sizeof(*pNtHeader)); + PBYTE pbModule = (PBYTE)hModule; + + if (pbModule == NULL) { + SetLastError(ERROR_INVALID_PARAMETER); + return NULL; + } + + MEMORY_BASIC_INFORMATION mbi; + ZeroMemory(&mbi, sizeof(mbi)); + + if (VirtualQueryEx(hProcess, hModule, &mbi, sizeof(mbi)) == 0) { + return NULL; + } + + IMAGE_DOS_HEADER idh; + if (!ReadProcessMemory(hProcess, pbModule, &idh, sizeof(idh), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", + pbModule, pbModule + sizeof(idh), GetLastError())); + return NULL; + } + + if (idh.e_magic != IMAGE_DOS_SIGNATURE || + (DWORD)idh.e_lfanew > mbi.RegionSize || + (DWORD)idh.e_lfanew < sizeof(idh)) { + + SetLastError(ERROR_BAD_EXE_FORMAT); + return NULL; + } + + if (!ReadProcessMemory(hProcess, pbModule + idh.e_lfanew, + pNtHeader, sizeof(*pNtHeader), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p:%p) failed: %lu\n", + pbModule + idh.e_lfanew, + pbModule + idh.e_lfanew + sizeof(*pNtHeader), + pbModule, + GetLastError())); + return NULL; + } + + if (pNtHeader->Signature != IMAGE_NT_SIGNATURE) { + SetLastError(ERROR_BAD_EXE_FORMAT); + return NULL; + } + + return pbModule + idh.e_lfanew; +} + +static HMODULE EnumerateModulesInProcess(_In_ HANDLE hProcess, + _In_opt_ HMODULE hModuleLast, + _Out_ PIMAGE_NT_HEADERS32 pNtHeader, + _Out_opt_ PVOID *pRemoteNtHeader) +{ + ZeroMemory(pNtHeader, sizeof(*pNtHeader)); + if (pRemoteNtHeader) { + *pRemoteNtHeader = NULL; + } + + PBYTE pbLast = (PBYTE)hModuleLast + MM_ALLOCATION_GRANULARITY; + + MEMORY_BASIC_INFORMATION mbi; + ZeroMemory(&mbi, sizeof(mbi)); + + // Find the next memory region that contains a mapped PE image. + // + + for (;; pbLast = (PBYTE)mbi.BaseAddress + mbi.RegionSize) { + if (VirtualQueryEx(hProcess, (PVOID)pbLast, &mbi, sizeof(mbi)) == 0) { + break; + } + + // Usermode address space has such an unaligned region size always at the + // end and only at the end. + // + if ((mbi.RegionSize & 0xfff) == 0xfff) { + break; + } + if (((PBYTE)mbi.BaseAddress + mbi.RegionSize) < pbLast) { + break; + } + + // Skip uncommitted regions and guard pages. + // + if ((mbi.State != MEM_COMMIT) || + ((mbi.Protect & 0xff) == PAGE_NOACCESS) || + (mbi.Protect & PAGE_GUARD)) { + continue; + } + + PVOID remoteHeader + = LoadNtHeaderFromProcess(hProcess, (HMODULE)pbLast, pNtHeader); + if (remoteHeader) { + if (pRemoteNtHeader) { + *pRemoteNtHeader = remoteHeader; + } + + return (HMODULE)pbLast; + } + } + return NULL; +} + +////////////////////////////////////////////////////////////////////////////// +// +// Find payloads in target process. +// + +static PVOID FindDetourSectionInRemoteModule(_In_ HANDLE hProcess, + _In_ HMODULE hModule, + _In_ const IMAGE_NT_HEADERS32 *pNtHeader, + _In_ PVOID pRemoteNtHeader) +{ + if (pNtHeader->FileHeader.SizeOfOptionalHeader == 0) { + SetLastError(ERROR_EXE_MARKED_INVALID); + return NULL; + } + + PIMAGE_SECTION_HEADER pRemoteSectionHeaders + = (PIMAGE_SECTION_HEADER)((PBYTE)pRemoteNtHeader + + sizeof(pNtHeader->Signature) + + sizeof(pNtHeader->FileHeader) + + pNtHeader->FileHeader.SizeOfOptionalHeader); + + IMAGE_SECTION_HEADER header; + for (DWORD n = 0; n < pNtHeader->FileHeader.NumberOfSections; ++n) { + if (!ReadProcessMemory(hProcess, pRemoteSectionHeaders + n, &header, sizeof(header), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %lu\n", + pRemoteSectionHeaders + n, + (PBYTE)(pRemoteSectionHeaders + n) + sizeof(header), + GetLastError())); + + return NULL; + } + + if (strcmp((PCHAR)header.Name, ".detour") == 0) { + if (header.VirtualAddress == 0 || + header.SizeOfRawData == 0) { + + break; + } + + SetLastError(NO_ERROR); + return (PBYTE)hModule + header.VirtualAddress; + } + } + + SetLastError(ERROR_EXE_MARKED_INVALID); + return NULL; +} + +static PVOID FindPayloadInRemoteDetourSection(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _Out_opt_ DWORD *pcbData, + _In_ PVOID pvRemoteDetoursSection) +{ + if (pcbData) { + *pcbData = 0; + } + + PBYTE pbData = (PBYTE)pvRemoteDetoursSection; + + DETOUR_SECTION_HEADER header; + if (!ReadProcessMemory(hProcess, pbData, &header, sizeof(header), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(dsh@%p..%p) failed: %lu\n", + pbData, + pbData + sizeof(header), + GetLastError())); + return NULL; + } + + if (header.cbHeaderSize < sizeof(DETOUR_SECTION_HEADER) || + header.nSignature != DETOUR_SECTION_HEADER_SIGNATURE) { + SetLastError(ERROR_EXE_MARKED_INVALID); + return NULL; + } + + if (header.nDataOffset == 0) { + header.nDataOffset = header.cbHeaderSize; + } + + for (PVOID pvSection = pbData + header.nDataOffset; pvSection < pbData + header.cbDataSize;) { + DETOUR_SECTION_RECORD section; + if (!ReadProcessMemory(hProcess, pvSection, §ion, sizeof(section), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(dsr@%p..%p) failed: %lu\n", + pvSection, + (PBYTE)pvSection + sizeof(section), + GetLastError())); + return NULL; + } + + if (DetourAreSameGuid(section.guid, rguid)) { + if (pcbData) { + *pcbData = section.cbBytes - sizeof(section); + } + SetLastError(NO_ERROR); + return (DETOUR_SECTION_RECORD *)pvSection + 1; + } + + pvSection = (PBYTE)pvSection + section.cbBytes; + } + + return NULL; +} + +_Success_(return != NULL) +PVOID WINAPI DetourFindRemotePayload(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _Out_opt_ DWORD *pcbData) +{ + if (hProcess == NULL) { + SetLastError(ERROR_INVALID_HANDLE); + return NULL; + } + + IMAGE_NT_HEADERS32 header; + PVOID pvRemoteHeader; + for (HMODULE hMod = NULL; (hMod = EnumerateModulesInProcess(hProcess, hMod, &header, &pvRemoteHeader)) != NULL;) { + PVOID pvData = FindDetourSectionInRemoteModule(hProcess, hMod, &header, pvRemoteHeader); + if (pvData != NULL) { + pvData = FindPayloadInRemoteDetourSection(hProcess, rguid, pcbData, pvData); + if (pvData != NULL) { + return pvData; + } + } + } + + SetLastError(ERROR_MOD_NOT_FOUND); + return NULL; +} + +////////////////////////////////////////////////////////////////////////////// +// +// Find a region of memory in which we can create a replacement import table. +// +static PBYTE FindAndAllocateNearBase(HANDLE hProcess, PBYTE pbModule, PBYTE pbBase, DWORD cbAlloc) +{ + MEMORY_BASIC_INFORMATION mbi; + ZeroMemory(&mbi, sizeof(mbi)); + + PBYTE pbLast = pbBase; + for (;; pbLast = (PBYTE)mbi.BaseAddress + mbi.RegionSize) { + + ZeroMemory(&mbi, sizeof(mbi)); + if (VirtualQueryEx(hProcess, (PVOID)pbLast, &mbi, sizeof(mbi)) == 0) { + if (GetLastError() == ERROR_INVALID_PARAMETER) { + break; + } + DETOUR_TRACE(("VirtualQueryEx(%p) failed: %lu\n", + pbLast, GetLastError())); + break; + } + // Usermode address space has such an unaligned region size always at the + // end and only at the end. + // + if ((mbi.RegionSize & 0xfff) == 0xfff) { + break; + } + + // Skip anything other than a pure free region. + // + if (mbi.State != MEM_FREE) { + continue; + } + + // Use the max of mbi.BaseAddress and pbBase, in case mbi.BaseAddress < pbBase. + PBYTE pbAddress = (PBYTE)mbi.BaseAddress > pbBase ? (PBYTE)mbi.BaseAddress : pbBase; + + // Round pbAddress up to the nearest MM allocation boundary. + const DWORD_PTR mmGranularityMinusOne = (DWORD_PTR)(MM_ALLOCATION_GRANULARITY -1); + pbAddress = (PBYTE)(((DWORD_PTR)pbAddress + mmGranularityMinusOne) & ~mmGranularityMinusOne); + +#ifdef _WIN64 + // The offset from pbModule to any replacement import must fit into 32 bits. + // For simplicity, we check that the offset to the last byte fits into 32 bits, + // instead of the largest offset we'll actually use. The values are very similar. + const size_t GB4 = ((((size_t)1) << 32) - 1); + if ((size_t)(pbAddress + cbAlloc - 1 - pbModule) > GB4) { + DETOUR_TRACE(("FindAndAllocateNearBase(1) failing due to distance >4GB %p\n", pbAddress)); + return NULL; + } +#else + UNREFERENCED_PARAMETER(pbModule); +#endif + + DETOUR_TRACE(("Free region %p..%p\n", + mbi.BaseAddress, + (PBYTE)mbi.BaseAddress + mbi.RegionSize)); + + for (; pbAddress < (PBYTE)mbi.BaseAddress + mbi.RegionSize; pbAddress += MM_ALLOCATION_GRANULARITY) { + PBYTE pbAlloc = (PBYTE)VirtualAllocEx(hProcess, pbAddress, cbAlloc, + MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); + if (pbAlloc == NULL) { + DETOUR_TRACE(("VirtualAllocEx(%p) failed: %lu\n", pbAddress, GetLastError())); + continue; + } +#ifdef _WIN64 + // The offset from pbModule to any replacement import must fit into 32 bits. + if ((size_t)(pbAddress + cbAlloc - 1 - pbModule) > GB4) { + DETOUR_TRACE(("FindAndAllocateNearBase(2) failing due to distance >4GB %p\n", pbAddress)); + return NULL; + } +#endif + DETOUR_TRACE(("[%p..%p] Allocated for import table.\n", + pbAlloc, pbAlloc + cbAlloc)); + return pbAlloc; + } + } + return NULL; +} + +static inline DWORD PadToDword(DWORD dw) +{ + return (dw + 3) & ~3u; +} + +static inline DWORD PadToDwordPtr(DWORD dw) +{ + return (dw + 7) & ~7u; +} + +static inline HRESULT ReplaceOptionalSizeA(_Inout_z_count_(cchDest) LPSTR pszDest, + _In_ size_t cchDest, + _In_z_ LPCSTR pszSize) +{ + if (cchDest == 0 || pszDest == NULL || pszSize == NULL || + pszSize[0] == '\0' || pszSize[1] == '\0' || pszSize[2] != '\0') { + + // can not write into empty buffer or with string other than two chars. + return ERROR_INVALID_PARAMETER; + } + + for (; cchDest >= 2; cchDest--, pszDest++) { + if (pszDest[0] == '?' && pszDest[1] == '?') { + pszDest[0] = pszSize[0]; + pszDest[1] = pszSize[1]; + break; + } + } + + return S_OK; +} + +static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTORE& der) +{ + // Save the various headers for DetourRestoreAfterWith. + ZeroMemory(&der, sizeof(der)); + der.cb = sizeof(der); + + der.pidh = (PBYTE)hModule; + der.cbidh = sizeof(der.idh); + if (!ReadProcessMemory(hProcess, der.pidh, &der.idh, sizeof(der.idh), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", + der.pidh, der.pidh + der.cbidh, GetLastError())); + return FALSE; + } + DETOUR_TRACE(("IDH: %p..%p\n", der.pidh, der.pidh + der.cbidh)); + + // We read the NT header in two passes to get the full size. + // First we read just the Signature and FileHeader. + der.pinh = der.pidh + der.idh.e_lfanew; + der.cbinh = FIELD_OFFSET(IMAGE_NT_HEADERS, OptionalHeader); + if (!ReadProcessMemory(hProcess, der.pinh, &der.inh, der.cbinh, NULL)) { + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", + der.pinh, der.pinh + der.cbinh, GetLastError())); + return FALSE; + } + + // Second we read the OptionalHeader and Section headers. + der.cbinh = (FIELD_OFFSET(IMAGE_NT_HEADERS, OptionalHeader) + + der.inh.FileHeader.SizeOfOptionalHeader + + der.inh.FileHeader.NumberOfSections * sizeof(IMAGE_SECTION_HEADER)); + + if (der.cbinh > sizeof(der.raw)) { + return FALSE; + } + + if (!ReadProcessMemory(hProcess, der.pinh, &der.inh, der.cbinh, NULL)) { + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", + der.pinh, der.pinh + der.cbinh, GetLastError())); + return FALSE; + } + DETOUR_TRACE(("INH: %p..%p\n", der.pinh, der.pinh + der.cbinh)); + + // Third, we read the CLR header + + if (der.inh.OptionalHeader.Magic == IMAGE_NT_OPTIONAL_HDR32_MAGIC) { + if (der.inh32.CLR_DIRECTORY.VirtualAddress != 0 && + der.inh32.CLR_DIRECTORY.Size != 0) { + + DETOUR_TRACE(("CLR32.VirtAddr=%08lx, CLR.Size=%lu\n", + der.inh32.CLR_DIRECTORY.VirtualAddress, + der.inh32.CLR_DIRECTORY.Size)); + + der.pclr = ((PBYTE)hModule) + der.inh32.CLR_DIRECTORY.VirtualAddress; + } + } + else if (der.inh.OptionalHeader.Magic == IMAGE_NT_OPTIONAL_HDR64_MAGIC) { + if (der.inh64.CLR_DIRECTORY.VirtualAddress != 0 && + der.inh64.CLR_DIRECTORY.Size != 0) { + + DETOUR_TRACE(("CLR64.VirtAddr=%08lx, CLR.Size=%lu\n", + der.inh64.CLR_DIRECTORY.VirtualAddress, + der.inh64.CLR_DIRECTORY.Size)); + + der.pclr = ((PBYTE)hModule) + der.inh64.CLR_DIRECTORY.VirtualAddress; + } + } + + if (der.pclr != 0) { + der.cbclr = sizeof(der.clr); + if (!ReadProcessMemory(hProcess, der.pclr, &der.clr, der.cbclr, NULL)) { + DETOUR_TRACE(("ReadProcessMemory(clr@%p..%p) failed: %lu\n", + der.pclr, der.pclr + der.cbclr, GetLastError())); + return FALSE; + } + DETOUR_TRACE(("CLR: %p..%p\n", der.pclr, der.pclr + der.cbclr)); + } + + return TRUE; +} + +////////////////////////////////////////////////////////////////////////////// +// +#if DETOURS_32BIT +#define DWORD_XX DWORD32 +#define IMAGE_NT_HEADERS_XX IMAGE_NT_HEADERS32 +#define IMAGE_NT_OPTIONAL_HDR_MAGIC_XX IMAGE_NT_OPTIONAL_HDR32_MAGIC +#define IMAGE_ORDINAL_FLAG_XX IMAGE_ORDINAL_FLAG32 +#define IMAGE_THUNK_DATAXX IMAGE_THUNK_DATA32 +#define UPDATE_IMPORTS_XX UpdateImports32 +#define DETOURS_BITS_XX 32 +#include "uimports.cc" +#undef DETOUR_EXE_RESTORE_FIELD_XX +#undef DWORD_XX +#undef IMAGE_NT_HEADERS_XX +#undef IMAGE_NT_OPTIONAL_HDR_MAGIC_XX +#undef IMAGE_ORDINAL_FLAG_XX +#undef UPDATE_IMPORTS_XX +#endif // DETOURS_32BIT + +#if DETOURS_64BIT +#define DWORD_XX DWORD64 +#define IMAGE_NT_HEADERS_XX IMAGE_NT_HEADERS64 +#define IMAGE_NT_OPTIONAL_HDR_MAGIC_XX IMAGE_NT_OPTIONAL_HDR64_MAGIC +#define IMAGE_ORDINAL_FLAG_XX IMAGE_ORDINAL_FLAG64 +#define IMAGE_THUNK_DATAXX IMAGE_THUNK_DATA64 +#define UPDATE_IMPORTS_XX UpdateImports64 +#define DETOURS_BITS_XX 64 +#include "uimports.cc" +#undef DETOUR_EXE_RESTORE_FIELD_XX +#undef DWORD_XX +#undef IMAGE_NT_HEADERS_XX +#undef IMAGE_NT_OPTIONAL_HDR_MAGIC_XX +#undef IMAGE_ORDINAL_FLAG_XX +#undef UPDATE_IMPORTS_XX +#endif // DETOURS_64BIT + +////////////////////////////////////////////////////////////////////////////// +// +#if DETOURS_64BIT + +C_ASSERT(sizeof(IMAGE_NT_HEADERS64) == sizeof(IMAGE_NT_HEADERS32) + 16); + +static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, + DETOUR_EXE_RESTORE& der) +{ + IMAGE_DOS_HEADER idh; + IMAGE_NT_HEADERS32 inh32; + IMAGE_NT_HEADERS64 inh64; + IMAGE_SECTION_HEADER sects[32]; + PBYTE pbModule = (PBYTE)hModule; + DWORD n; + + ZeroMemory(&inh32, sizeof(inh32)); + ZeroMemory(&inh64, sizeof(inh64)); + ZeroMemory(sects, sizeof(sects)); + + DETOUR_TRACE(("UpdateFrom32To64(%04x)\n", machine)); + //////////////////////////////////////////////////////// Read old headers. + // + if (!ReadProcessMemory(hProcess, pbModule, &idh, sizeof(idh), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", + pbModule, pbModule + sizeof(idh), GetLastError())); + return FALSE; + } + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p)\n", + pbModule, pbModule + sizeof(idh))); + + PBYTE pnh = pbModule + idh.e_lfanew; + if (!ReadProcessMemory(hProcess, pnh, &inh32, sizeof(inh32), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", + pnh, pnh + sizeof(inh32), GetLastError())); + return FALSE; + } + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p)\n", pnh, pnh + sizeof(inh32))); + + if (inh32.FileHeader.NumberOfSections > (sizeof(sects)/sizeof(sects[0]))) { + return FALSE; + } + + PBYTE psects = pnh + + FIELD_OFFSET(IMAGE_NT_HEADERS, OptionalHeader) + + inh32.FileHeader.SizeOfOptionalHeader; + ULONG cb = inh32.FileHeader.NumberOfSections * sizeof(IMAGE_SECTION_HEADER); + if (!ReadProcessMemory(hProcess, psects, §s, cb, NULL)) { + DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %lu\n", + psects, psects + cb, GetLastError())); + return FALSE; + } + DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p)\n", psects, psects + cb)); + + ////////////////////////////////////////////////////////// Convert header. + // + inh64.Signature = inh32.Signature; + inh64.FileHeader = inh32.FileHeader; + inh64.FileHeader.Machine = machine; + inh64.FileHeader.SizeOfOptionalHeader = sizeof(IMAGE_OPTIONAL_HEADER64); + + inh64.OptionalHeader.Magic = IMAGE_NT_OPTIONAL_HDR64_MAGIC; + inh64.OptionalHeader.MajorLinkerVersion = inh32.OptionalHeader.MajorLinkerVersion; + inh64.OptionalHeader.MinorLinkerVersion = inh32.OptionalHeader.MinorLinkerVersion; + inh64.OptionalHeader.SizeOfCode = inh32.OptionalHeader.SizeOfCode; + inh64.OptionalHeader.SizeOfInitializedData = inh32.OptionalHeader.SizeOfInitializedData; + inh64.OptionalHeader.SizeOfUninitializedData = inh32.OptionalHeader.SizeOfUninitializedData; + inh64.OptionalHeader.AddressOfEntryPoint = inh32.OptionalHeader.AddressOfEntryPoint; + inh64.OptionalHeader.BaseOfCode = inh32.OptionalHeader.BaseOfCode; + inh64.OptionalHeader.ImageBase = inh32.OptionalHeader.ImageBase; + inh64.OptionalHeader.SectionAlignment = inh32.OptionalHeader.SectionAlignment; + inh64.OptionalHeader.FileAlignment = inh32.OptionalHeader.FileAlignment; + inh64.OptionalHeader.MajorOperatingSystemVersion + = inh32.OptionalHeader.MajorOperatingSystemVersion; + inh64.OptionalHeader.MinorOperatingSystemVersion + = inh32.OptionalHeader.MinorOperatingSystemVersion; + inh64.OptionalHeader.MajorImageVersion = inh32.OptionalHeader.MajorImageVersion; + inh64.OptionalHeader.MinorImageVersion = inh32.OptionalHeader.MinorImageVersion; + inh64.OptionalHeader.MajorSubsystemVersion = inh32.OptionalHeader.MajorSubsystemVersion; + inh64.OptionalHeader.MinorSubsystemVersion = inh32.OptionalHeader.MinorSubsystemVersion; + inh64.OptionalHeader.Win32VersionValue = inh32.OptionalHeader.Win32VersionValue; + inh64.OptionalHeader.SizeOfImage = inh32.OptionalHeader.SizeOfImage; + inh64.OptionalHeader.SizeOfHeaders = inh32.OptionalHeader.SizeOfHeaders; + inh64.OptionalHeader.CheckSum = inh32.OptionalHeader.CheckSum; + inh64.OptionalHeader.Subsystem = inh32.OptionalHeader.Subsystem; + inh64.OptionalHeader.DllCharacteristics = inh32.OptionalHeader.DllCharacteristics; + inh64.OptionalHeader.SizeOfStackReserve = inh32.OptionalHeader.SizeOfStackReserve; + inh64.OptionalHeader.SizeOfStackCommit = inh32.OptionalHeader.SizeOfStackCommit; + inh64.OptionalHeader.SizeOfHeapReserve = inh32.OptionalHeader.SizeOfHeapReserve; + inh64.OptionalHeader.SizeOfHeapCommit = inh32.OptionalHeader.SizeOfHeapCommit; + inh64.OptionalHeader.LoaderFlags = inh32.OptionalHeader.LoaderFlags; + inh64.OptionalHeader.NumberOfRvaAndSizes = inh32.OptionalHeader.NumberOfRvaAndSizes; + for (n = 0; n < IMAGE_NUMBEROF_DIRECTORY_ENTRIES; n++) { + inh64.OptionalHeader.DataDirectory[n] = inh32.OptionalHeader.DataDirectory[n]; + } + + /////////////////////////////////////////////////////// Write new headers. + // + DWORD dwProtect = 0; + if (!DetourVirtualProtectSameExecuteEx(hProcess, pbModule, inh64.OptionalHeader.SizeOfHeaders, + PAGE_EXECUTE_READWRITE, &dwProtect)) { + return FALSE; + } + + if (!WriteProcessMemory(hProcess, pnh, &inh64, sizeof(inh64), NULL)) { + DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p) failed: %lu\n", + pnh, pnh + sizeof(inh64), GetLastError())); + return FALSE; + } + DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p)\n", pnh, pnh + sizeof(inh64))); + + psects = pnh + + FIELD_OFFSET(IMAGE_NT_HEADERS, OptionalHeader) + + inh64.FileHeader.SizeOfOptionalHeader; + cb = inh64.FileHeader.NumberOfSections * sizeof(IMAGE_SECTION_HEADER); + if (!WriteProcessMemory(hProcess, psects, §s, cb, NULL)) { + DETOUR_TRACE(("WriteProcessMemory(ish@%p..%p) failed: %lu\n", + psects, psects + cb, GetLastError())); + return FALSE; + } + DETOUR_TRACE(("WriteProcessMemory(ish@%p..%p)\n", psects, psects + cb)); + + // Record the updated headers. + if (!RecordExeRestore(hProcess, hModule, der)) { + return FALSE; + } + + // Remove the import table. + if (der.pclr != NULL && (der.clr.Flags & COMIMAGE_FLAGS_ILONLY)) { + inh64.IMPORT_DIRECTORY.VirtualAddress = 0; + inh64.IMPORT_DIRECTORY.Size = 0; + + if (!WriteProcessMemory(hProcess, pnh, &inh64, sizeof(inh64), NULL)) { + DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p) failed: %lu\n", + pnh, pnh + sizeof(inh64), GetLastError())); + return FALSE; + } + } + + DWORD dwOld = 0; + if (!VirtualProtectEx(hProcess, pbModule, inh64.OptionalHeader.SizeOfHeaders, + dwProtect, &dwOld)) { + return FALSE; + } + + return TRUE; +} +#endif // DETOURS_64BIT + +typedef BOOL(WINAPI *LPFN_ISWOW64PROCESS)(HANDLE, PBOOL); + +static BOOL IsWow64ProcessHelper(HANDLE hProcess, + PBOOL Wow64Process) +{ +#ifdef _X86_ + if (Wow64Process == NULL) { + return FALSE; + } + + // IsWow64Process is not available on all supported versions of Windows. + // + HMODULE hKernel32 = LoadLibraryW(L"KERNEL32.DLL"); + if (hKernel32 == NULL) { + DETOUR_TRACE(("LoadLibraryW failed: %lu\n", GetLastError())); + return FALSE; + } + + LPFN_ISWOW64PROCESS pfnIsWow64Process = (LPFN_ISWOW64PROCESS)GetProcAddress( + hKernel32, "IsWow64Process"); + + if (pfnIsWow64Process == NULL) { + DETOUR_TRACE(("GetProcAddress failed: %lu\n", GetLastError())); + return FALSE; + } + return pfnIsWow64Process(hProcess, Wow64Process); +#else + return IsWow64Process(hProcess, Wow64Process); +#endif +} + +////////////////////////////////////////////////////////////////////////////// +// +BOOL WINAPI DetourUpdateProcessWithDll(_In_ HANDLE hProcess, + _In_reads_(nDlls) LPCSTR *rlpDlls, + _In_ DWORD nDlls) +{ + // Find the next memory region that contains a mapped PE image. + // + BOOL bIs32BitProcess; + BOOL bIs64BitOS = FALSE; + HMODULE hModule = NULL; + HMODULE hLast = NULL; + + DETOUR_TRACE(("DetourUpdateProcessWithDll(%p,dlls=%lu)\n", hProcess, nDlls)); + + for (;;) { + IMAGE_NT_HEADERS32 inh; + + if ((hLast = EnumerateModulesInProcess(hProcess, hLast, &inh, NULL)) == NULL) { + break; + } + + DETOUR_TRACE(("%p machine=%04x magic=%04x\n", + hLast, inh.FileHeader.Machine, inh.OptionalHeader.Magic)); + + if ((inh.FileHeader.Characteristics & IMAGE_FILE_DLL) == 0) { + hModule = hLast; + DETOUR_TRACE(("%p Found EXE\n", hLast)); + } + } + + if (hModule == NULL) { + SetLastError(ERROR_INVALID_OPERATION); + return FALSE; + } + + // Determine if the target process is 32bit or 64bit. This is a two-stop process: + // + // 1. First, determine if we're running on a 64bit operating system. + // - If we're running 64bit code (i.e. _WIN64 is defined), this is trivially true. + // - If we're running 32bit code (i.e. _WIN64 is not defined), test if + // we're running under Wow64. If so, it implies that the operating system + // is 64bit. + // +#ifdef _WIN64 + bIs64BitOS = TRUE; +#else + if (!IsWow64ProcessHelper(GetCurrentProcess(), &bIs64BitOS)) { + return FALSE; + } +#endif + + // 2. With the operating system bitness known, we can now consider the target process: + // - If we're running on a 64bit OS, the target process is 32bit in case + // it is running under Wow64. Otherwise, it's 64bit, running natively + // (without Wow64). + // - If we're running on a 32bit OS, the target process must be 32bit, too. + // + if (bIs64BitOS) { + if (!IsWow64ProcessHelper(hProcess, &bIs32BitProcess)) { + return FALSE; + } + } else { + bIs32BitProcess = TRUE; + } + + DETOUR_TRACE((" 32BitProcess=%d\n", bIs32BitProcess)); + + return DetourUpdateProcessWithDllEx(hProcess, + hModule, + bIs32BitProcess, + rlpDlls, + nDlls); +} + +BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, + _In_ HMODULE hModule, + _In_ BOOL bIs32BitProcess, + _In_reads_(nDlls) LPCSTR *rlpDlls, + _In_ DWORD nDlls) +{ + // Find the next memory region that contains a mapped PE image. + // + BOOL bIs32BitExe = FALSE; + + DETOUR_TRACE(("DetourUpdateProcessWithDllEx(%p,%p,dlls=%lu)\n", hProcess, hModule, nDlls)); + + IMAGE_NT_HEADERS32 inh; + + if (hModule == NULL || !LoadNtHeaderFromProcess(hProcess, hModule, &inh)) { + SetLastError(ERROR_INVALID_OPERATION); + return FALSE; + } + + if (inh.OptionalHeader.Magic == IMAGE_NT_OPTIONAL_HDR32_MAGIC + && inh.FileHeader.Machine != 0) { + + bIs32BitExe = TRUE; + } + + DETOUR_TRACE((" 32BitExe=%d\n", bIs32BitExe)); + + if (hModule == NULL) { + SetLastError(ERROR_INVALID_OPERATION); + return FALSE; + } + + // Save the various headers for DetourRestoreAfterWith. + // + DETOUR_EXE_RESTORE der; + + if (!RecordExeRestore(hProcess, hModule, der)) { + return FALSE; + } + +#if defined(DETOURS_64BIT) + // Try to convert a neutral 32-bit managed binary to a 64-bit managed binary. + if (bIs32BitExe && !bIs32BitProcess) { + if (!der.pclr // Native binary + || (der.clr.Flags & COMIMAGE_FLAGS_ILONLY) == 0 // Or mixed-mode MSIL + || (der.clr.Flags & COMIMAGE_FLAGS_32BITREQUIRED) != 0) { // Or 32BIT Required MSIL + + SetLastError(ERROR_INVALID_HANDLE); + return FALSE; + } + + if (!UpdateFrom32To64(hProcess, hModule, +#if defined(DETOURS_X64) + IMAGE_FILE_MACHINE_AMD64, +#elif defined(DETOURS_IA64) + IMAGE_FILE_MACHINE_IA64, +#elif defined(DETOURS_ARM64) + IMAGE_FILE_MACHINE_ARM64, +#else +#error Must define one of DETOURS_X64 or DETOURS_IA64 or DETOURS_ARM64 on 64-bit. +#endif + der)) { + return FALSE; + } + bIs32BitExe = FALSE; + } +#endif // DETOURS_64BIT + + // Now decide if we can insert the detour. + +#if defined(DETOURS_32BIT) + if (bIs32BitProcess) { + // 32-bit native or 32-bit managed process on any platform. + if (!UpdateImports32(hProcess, hModule, rlpDlls, nDlls)) { + return FALSE; + } + } + else { + // 64-bit native or 64-bit managed process. + // + // Can't detour a 64-bit process with 32-bit code. + // Note: This happens for 32-bit PE binaries containing only + // manage code that have been marked as 64-bit ready. + // + SetLastError(ERROR_INVALID_HANDLE); + return FALSE; + } +#elif defined(DETOURS_64BIT) + if (bIs32BitProcess || bIs32BitExe) { + // Can't detour a 32-bit process with 64-bit code. + SetLastError(ERROR_INVALID_HANDLE); + return FALSE; + } + else { + // 64-bit native or 64-bit managed process on any platform. + if (!UpdateImports64(hProcess, hModule, rlpDlls, nDlls)) { + return FALSE; + } + } +#else +#pragma Must define one of DETOURS_32BIT or DETOURS_64BIT. +#endif // DETOURS_64BIT + + /////////////////////////////////////////////////// Update the CLR header. + // + if (der.pclr != NULL) { + DETOUR_CLR_HEADER clr; + CopyMemory(&clr, &der.clr, sizeof(clr)); + clr.Flags &= ~COMIMAGE_FLAGS_ILONLY; // Clear the IL_ONLY flag. + + DWORD dwProtect; + if (!DetourVirtualProtectSameExecuteEx(hProcess, der.pclr, sizeof(clr), PAGE_READWRITE, &dwProtect)) { + DETOUR_TRACE(("VirtualProtectEx(clr) write failed: %lu\n", GetLastError())); + return FALSE; + } + + if (!WriteProcessMemory(hProcess, der.pclr, &clr, sizeof(clr), NULL)) { + DETOUR_TRACE(("WriteProcessMemory(clr) failed: %lu\n", GetLastError())); + return FALSE; + } + + if (!VirtualProtectEx(hProcess, der.pclr, sizeof(clr), dwProtect, &dwProtect)) { + DETOUR_TRACE(("VirtualProtectEx(clr) restore failed: %lu\n", GetLastError())); + return FALSE; + } + DETOUR_TRACE(("CLR: %p..%p\n", der.pclr, der.pclr + der.cbclr)); + +#if DETOURS_64BIT + if (der.clr.Flags & COMIMAGE_FLAGS_32BITREQUIRED) { // Is the 32BIT Required Flag set? + // X64 never gets here because the process appears as a WOW64 process. + // However, on IA64, it doesn't appear to be a WOW process. + DETOUR_TRACE(("CLR Requires 32-bit\n")); + SetLastError(ERROR_INVALID_HANDLE); + return FALSE; + } +#endif // DETOURS_64BIT + } + + //////////////////////////////// Save the undo data to the target process. + // + if (!DetourCopyPayloadToProcess(hProcess, DETOUR_EXE_RESTORE_GUID, &der, sizeof(der))) { + DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %lu\n", GetLastError())); + return FALSE; + } + return TRUE; +} + +////////////////////////////////////////////////////////////////////////////// +// +BOOL WINAPI DetourCreateProcessWithDllA(_In_opt_ LPCSTR lpApplicationName, + _Inout_opt_ LPSTR lpCommandLine, + _In_opt_ LPSECURITY_ATTRIBUTES lpProcessAttributes, + _In_opt_ LPSECURITY_ATTRIBUTES lpThreadAttributes, + _In_ BOOL bInheritHandles, + _In_ DWORD dwCreationFlags, + _In_opt_ LPVOID lpEnvironment, + _In_opt_ LPCSTR lpCurrentDirectory, + _In_ LPSTARTUPINFOA lpStartupInfo, + _Out_ LPPROCESS_INFORMATION lpProcessInformation, + _In_ LPCSTR lpDllName, + _In_opt_ PDETOUR_CREATE_PROCESS_ROUTINEA pfCreateProcessA) +{ + DWORD dwMyCreationFlags = (dwCreationFlags | CREATE_SUSPENDED); + PROCESS_INFORMATION pi; + BOOL fResult = FALSE; + + if (pfCreateProcessA == NULL) { + pfCreateProcessA = CreateProcessA; + } + + fResult = pfCreateProcessA(lpApplicationName, + lpCommandLine, + lpProcessAttributes, + lpThreadAttributes, + bInheritHandles, + dwMyCreationFlags, + lpEnvironment, + lpCurrentDirectory, + lpStartupInfo, + &pi); + + if (lpProcessInformation != NULL) { + CopyMemory(lpProcessInformation, &pi, sizeof(pi)); + } + + if (!fResult) { + return FALSE; + } + + LPCSTR rlpDlls[2]; + DWORD nDlls = 0; + if (lpDllName != NULL) { + rlpDlls[nDlls++] = lpDllName; + } + + if (!DetourUpdateProcessWithDll(pi.hProcess, rlpDlls, nDlls)) { + TerminateProcess(pi.hProcess, ~0u); + return FALSE; + } + + if (!(dwCreationFlags & CREATE_SUSPENDED)) { + ResumeThread(pi.hThread); + } + return TRUE; +} + + +BOOL WINAPI DetourCreateProcessWithDllW(_In_opt_ LPCWSTR lpApplicationName, + _Inout_opt_ LPWSTR lpCommandLine, + _In_opt_ LPSECURITY_ATTRIBUTES lpProcessAttributes, + _In_opt_ LPSECURITY_ATTRIBUTES lpThreadAttributes, + _In_ BOOL bInheritHandles, + _In_ DWORD dwCreationFlags, + _In_opt_ LPVOID lpEnvironment, + _In_opt_ LPCWSTR lpCurrentDirectory, + _In_ LPSTARTUPINFOW lpStartupInfo, + _Out_ LPPROCESS_INFORMATION lpProcessInformation, + _In_ LPCSTR lpDllName, + _In_opt_ PDETOUR_CREATE_PROCESS_ROUTINEW pfCreateProcessW) +{ + DWORD dwMyCreationFlags = (dwCreationFlags | CREATE_SUSPENDED); + PROCESS_INFORMATION pi; + + if (pfCreateProcessW == NULL) { + pfCreateProcessW = CreateProcessW; + } + + BOOL fResult = pfCreateProcessW(lpApplicationName, + lpCommandLine, + lpProcessAttributes, + lpThreadAttributes, + bInheritHandles, + dwMyCreationFlags, + lpEnvironment, + lpCurrentDirectory, + lpStartupInfo, + &pi); + + if (lpProcessInformation) { + CopyMemory(lpProcessInformation, &pi, sizeof(pi)); + } + + if (!fResult) { + return FALSE; + } + + LPCSTR rlpDlls[2]; + DWORD nDlls = 0; + if (lpDllName != NULL) { + rlpDlls[nDlls++] = lpDllName; + } + + if (!DetourUpdateProcessWithDll(pi.hProcess, rlpDlls, nDlls)) { + TerminateProcess(pi.hProcess, ~0u); + return FALSE; + } + + if (!(dwCreationFlags & CREATE_SUSPENDED)) { + ResumeThread(pi.hThread); + } + return TRUE; +} + +BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _In_reads_bytes_(cbData) LPCVOID pvData, + _In_ DWORD cbData) +{ + return DetourCopyPayloadToProcessEx(hProcess, rguid, pvData, cbData) != NULL; +} + +_Success_(return != NULL) +PVOID WINAPI DetourCopyPayloadToProcessEx(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _In_reads_bytes_(cbData) LPCVOID pvData, + _In_ DWORD cbData) +{ + if (hProcess == NULL) { + SetLastError(ERROR_INVALID_HANDLE); + return NULL; + } + + DWORD cbTotal = (sizeof(IMAGE_DOS_HEADER) + + sizeof(IMAGE_NT_HEADERS) + + sizeof(IMAGE_SECTION_HEADER) + + sizeof(DETOUR_SECTION_HEADER) + + sizeof(DETOUR_SECTION_RECORD) + + cbData); + + PBYTE pbBase = (PBYTE)VirtualAllocEx(hProcess, NULL, cbTotal, + MEM_COMMIT, PAGE_READWRITE); + if (pbBase == NULL) { + DETOUR_TRACE(("VirtualAllocEx(%lu) failed: %lu\n", cbTotal, GetLastError())); + return NULL; + } + + // As you can see in the following code, + // the memory layout of the payload range "[pbBase, pbBase+cbTotal]" is a PE executable file, + // so DetourFreePayload can use "DetourGetContainingModule(Payload pointer)" to get the above "pbBase" pointer, + // pbBase: the memory block allocated by VirtualAllocEx will be released in DetourFreePayload by VirtualFree. + + PBYTE pbTarget = pbBase; + IMAGE_DOS_HEADER idh; + IMAGE_NT_HEADERS inh; + IMAGE_SECTION_HEADER ish; + DETOUR_SECTION_HEADER dsh; + DETOUR_SECTION_RECORD dsr; + SIZE_T cbWrote = 0; + + ZeroMemory(&idh, sizeof(idh)); + idh.e_magic = IMAGE_DOS_SIGNATURE; + idh.e_lfanew = sizeof(idh); + if (!WriteProcessMemory(hProcess, pbTarget, &idh, sizeof(idh), &cbWrote) || + cbWrote != sizeof(idh)) { + DETOUR_TRACE(("WriteProcessMemory(idh) failed: %lu\n", GetLastError())); + return NULL; + } + pbTarget += sizeof(idh); + + ZeroMemory(&inh, sizeof(inh)); + inh.Signature = IMAGE_NT_SIGNATURE; + inh.FileHeader.SizeOfOptionalHeader = sizeof(inh.OptionalHeader); + inh.FileHeader.Characteristics = IMAGE_FILE_DLL; + inh.FileHeader.NumberOfSections = 1; + inh.OptionalHeader.Magic = IMAGE_NT_OPTIONAL_HDR_MAGIC; + if (!WriteProcessMemory(hProcess, pbTarget, &inh, sizeof(inh), &cbWrote) || + cbWrote != sizeof(inh)) { + return NULL; + } + pbTarget += sizeof(inh); + + ZeroMemory(&ish, sizeof(ish)); + memcpy(ish.Name, ".detour", sizeof(ish.Name)); + ish.VirtualAddress = (DWORD)((pbTarget + sizeof(ish)) - pbBase); + ish.SizeOfRawData = (sizeof(DETOUR_SECTION_HEADER) + + sizeof(DETOUR_SECTION_RECORD) + + cbData); + if (!WriteProcessMemory(hProcess, pbTarget, &ish, sizeof(ish), &cbWrote) || + cbWrote != sizeof(ish)) { + return NULL; + } + pbTarget += sizeof(ish); + + ZeroMemory(&dsh, sizeof(dsh)); + dsh.cbHeaderSize = sizeof(dsh); + dsh.nSignature = DETOUR_SECTION_HEADER_SIGNATURE; + dsh.nDataOffset = sizeof(DETOUR_SECTION_HEADER); + dsh.cbDataSize = (sizeof(DETOUR_SECTION_HEADER) + + sizeof(DETOUR_SECTION_RECORD) + + cbData); + if (!WriteProcessMemory(hProcess, pbTarget, &dsh, sizeof(dsh), &cbWrote) || + cbWrote != sizeof(dsh)) { + return NULL; + } + pbTarget += sizeof(dsh); + + ZeroMemory(&dsr, sizeof(dsr)); + dsr.cbBytes = cbData + sizeof(DETOUR_SECTION_RECORD); + dsr.nReserved = 0; + dsr.guid = rguid; + if (!WriteProcessMemory(hProcess, pbTarget, &dsr, sizeof(dsr), &cbWrote) || + cbWrote != sizeof(dsr)) { + return NULL; + } + pbTarget += sizeof(dsr); + + if (!WriteProcessMemory(hProcess, pbTarget, pvData, cbData, &cbWrote) || + cbWrote != cbData) { + return NULL; + } + + DETOUR_TRACE(("Copied %lu byte payload into target process at %p\n", + cbData, pbTarget)); + + SetLastError(NO_ERROR); + return pbTarget; +} + +static BOOL s_fSearchedForHelper = FALSE; +static PDETOUR_EXE_HELPER s_pHelper = NULL; + +VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, + _In_ HINSTANCE, + _In_ LPSTR, + _In_ INT) +{ + LPCSTR * rlpDlls = NULL; + DWORD Result = 9900; + DWORD cOffset = 0; + DWORD cSize = 0; + HANDLE hProcess = NULL; + + if (s_pHelper == NULL) { + DETOUR_TRACE(("DetourFinishHelperProcess called with s_pHelper = NULL.\n")); + Result = 9905; + goto Cleanup; + } + + hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, s_pHelper->pid); + if (hProcess == NULL) { + DETOUR_TRACE(("OpenProcess(pid=%lu) failed: %lu\n", + s_pHelper->pid, GetLastError())); + Result = 9901; + goto Cleanup; + } + + rlpDlls = new NOTHROW LPCSTR [s_pHelper->nDlls]; + cSize = s_pHelper->cb - sizeof(DETOUR_EXE_HELPER); + for (DWORD n = 0; n < s_pHelper->nDlls; n++) { + size_t cchDest = 0; + HRESULT hr = StringCchLengthA(&s_pHelper->rDlls[cOffset], cSize - cOffset, &cchDest); + if (!SUCCEEDED(hr)) { + Result = 9902; + goto Cleanup; + } + + rlpDlls[n] = &s_pHelper->rDlls[cOffset]; + cOffset += (DWORD)cchDest + 1; + } + + if (!DetourUpdateProcessWithDll(hProcess, rlpDlls, s_pHelper->nDlls)) { + DETOUR_TRACE(("DetourUpdateProcessWithDll(pid=%lu) failed: %lu\n", + s_pHelper->pid, GetLastError())); + Result = 9903; + goto Cleanup; + } + Result = 0; + + Cleanup: + if (rlpDlls != NULL) { + delete[] rlpDlls; + rlpDlls = NULL; + } + + // Note: s_pHelper is allocated as part of injecting the payload in DetourCopyPayloadToProcess(..), + // it's a fake section and not data allocated by the system PE loader. + + // Delete the payload after execution to release the memory occupied by it + if (s_pHelper != NULL) { + DetourFreePayload(s_pHelper); + s_pHelper = NULL; + } + + ExitProcess(Result); +} + +BOOL WINAPI DetourIsHelperProcess(VOID) +{ + PVOID pvData; + DWORD cbData; + + if (s_fSearchedForHelper) { + return (s_pHelper != NULL); + } + + s_fSearchedForHelper = TRUE; + pvData = DetourFindPayloadEx(DETOUR_EXE_HELPER_GUID, &cbData); + + if (pvData == NULL || cbData < sizeof(DETOUR_EXE_HELPER)) { + return FALSE; + } + + s_pHelper = (PDETOUR_EXE_HELPER)pvData; + if (s_pHelper->cb < sizeof(*s_pHelper)) { + s_pHelper = NULL; + return FALSE; + } + + return TRUE; +} + +static +BOOL WINAPI AllocExeHelper(_Out_ PDETOUR_EXE_HELPER *pHelper, + _In_ DWORD dwTargetPid, + _In_ DWORD nDlls, + _In_reads_(nDlls) LPCSTR *rlpDlls) +{ + PDETOUR_EXE_HELPER Helper = NULL; + BOOL Result = FALSE; + _Field_range_(0, cSize - 4) DWORD cOffset = 0; + DWORD cSize = 4; + + if (pHelper == NULL) { + goto Cleanup; + } + *pHelper = NULL; + + if (nDlls < 1 || nDlls > 4096) { + SetLastError(ERROR_INVALID_PARAMETER); + goto Cleanup; + } + + for (DWORD n = 0; n < nDlls; n++) { + HRESULT hr; + size_t cchDest = 0; + + hr = StringCchLengthA(rlpDlls[n], 4096, &cchDest); + if (!SUCCEEDED(hr)) { + goto Cleanup; + } + + cSize += (DWORD)cchDest + 1; + } + + Helper = (PDETOUR_EXE_HELPER) new NOTHROW BYTE[sizeof(DETOUR_EXE_HELPER) + cSize]; + if (Helper == NULL) { + goto Cleanup; + } + + Helper->cb = sizeof(DETOUR_EXE_HELPER) + cSize; + Helper->pid = dwTargetPid; + Helper->nDlls = nDlls; + + for (DWORD n = 0; n < nDlls; n++) { + HRESULT hr; + size_t cchDest = 0; + + if (cOffset > 0x10000 || cSize > 0x10000 || cOffset + 2 >= cSize) { + goto Cleanup; + } + + if (cOffset + 2 >= cSize || cOffset + 65536 < cSize) { + goto Cleanup; + } + + _Analysis_assume_(cOffset + 1 < cSize); + _Analysis_assume_(cOffset < 0x10000); + _Analysis_assume_(cSize < 0x10000); + + PCHAR psz = &Helper->rDlls[cOffset]; + + hr = StringCchCopyA(psz, cSize - cOffset, rlpDlls[n]); + if (!SUCCEEDED(hr)) { + goto Cleanup; + } + +// REVIEW 28020 The expression '1<=_Param_(2)& &_Param_(2)<=2147483647' is not true at this call. +// REVIEW 28313 Analysis will not proceed past this point because of annotation evaluation. The annotation expression *_Param_(3)<_Param_(2)&&*_Param_(3)<=stringLength$(_Param_(1)) cannot be true under any assumptions at this point in the program. +#pragma warning(suppress:28020 28313) + hr = StringCchLengthA(psz, cSize - cOffset, &cchDest); + if (!SUCCEEDED(hr)) { + goto Cleanup; + } + + // Replace "32." with "64." or "64." with "32." + + for (DWORD c = (DWORD)cchDest + 1; c > 3; c--) { +#if DETOURS_32BIT + if (psz[c - 3] == '3' && psz[c - 2] == '2' && psz[c - 1] == '.') { + psz[c - 3] = '6'; psz[c - 2] = '4'; + break; + } +#else + if (psz[c - 3] == '6' && psz[c - 2] == '4' && psz[c - 1] == '.') { + psz[c - 3] = '3'; psz[c - 2] = '2'; + break; + } +#endif + } + + cOffset += (DWORD)cchDest + 1; + } + + *pHelper = Helper; + Helper = NULL; + Result = TRUE; + + Cleanup: + if (Helper != NULL) { + delete[] (PBYTE)Helper; + Helper = NULL; + } + return Result; +} + +static +VOID WINAPI FreeExeHelper(PDETOUR_EXE_HELPER *pHelper) +{ + if (*pHelper != NULL) { + delete[] (PBYTE)*pHelper; + *pHelper = NULL; + } +} + +BOOL WINAPI DetourProcessViaHelperA(_In_ DWORD dwTargetPid, + _In_ LPCSTR lpDllName, + _In_ PDETOUR_CREATE_PROCESS_ROUTINEA pfCreateProcessA) +{ + return DetourProcessViaHelperDllsA(dwTargetPid, 1, &lpDllName, pfCreateProcessA); +} + + +BOOL WINAPI DetourProcessViaHelperDllsA(_In_ DWORD dwTargetPid, + _In_ DWORD nDlls, + _In_reads_(nDlls) LPCSTR *rlpDlls, + _In_ PDETOUR_CREATE_PROCESS_ROUTINEA pfCreateProcessA) +{ + BOOL Result = FALSE; + PROCESS_INFORMATION pi; + STARTUPINFOA si; + CHAR szExe[MAX_PATH]; + CHAR szCommand[MAX_PATH]; + PDETOUR_EXE_HELPER helper = NULL; + HRESULT hr; + DWORD nLen = GetEnvironmentVariableA("WINDIR", szExe, ARRAYSIZE(szExe)); + + DETOUR_TRACE(("DetourProcessViaHelperDlls(pid=%lu,dlls=%lu)\n", dwTargetPid, nDlls)); + if (nDlls < 1 || nDlls > 4096) { + SetLastError(ERROR_INVALID_PARAMETER); + goto Cleanup; + } + if (!AllocExeHelper(&helper, dwTargetPid, nDlls, rlpDlls)) { + goto Cleanup; + } + + if (nLen == 0 || nLen >= ARRAYSIZE(szExe)) { + goto Cleanup; + } + +#if DETOURS_OPTION_BITS +#if DETOURS_32BIT + hr = StringCchCatA(szExe, ARRAYSIZE(szExe), "\\sysnative\\rundll32.exe"); +#else // !DETOURS_32BIT + hr = StringCchCatA(szExe, ARRAYSIZE(szExe), "\\syswow64\\rundll32.exe"); +#endif // !DETOURS_32BIT +#else // DETOURS_OPTIONS_BITS + hr = StringCchCatA(szExe, ARRAYSIZE(szExe), "\\system32\\rundll32.exe"); +#endif // DETOURS_OPTIONS_BITS + if (!SUCCEEDED(hr)) { + goto Cleanup; + } + + //for East Asia languages and so on, like Chinese, print format with "%hs" can not work fine before user call _tsetlocale(LC_ALL,_T(".ACP")); + //so we can't use "%hs" in format string, because the dll that contain this code would inject to any process, even not call _tsetlocale(LC_ALL,_T(".ACP")) before + hr = StringCchPrintfA(szCommand, ARRAYSIZE(szCommand), + "rundll32.exe \"%s\",#1", &helper->rDlls[0]); + if (!SUCCEEDED(hr)) { + goto Cleanup; + } + + ZeroMemory(&pi, sizeof(pi)); + ZeroMemory(&si, sizeof(si)); + si.cb = sizeof(si); + + DETOUR_TRACE(("DetourProcessViaHelperDlls(\"%hs\", \"%hs\")\n", szExe, szCommand)); + if (pfCreateProcessA(szExe, szCommand, NULL, NULL, FALSE, CREATE_SUSPENDED, + NULL, NULL, &si, &pi)) { + + if (!DetourCopyPayloadToProcess(pi.hProcess, + DETOUR_EXE_HELPER_GUID, + helper, helper->cb)) { + DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %lu\n", GetLastError())); + TerminateProcess(pi.hProcess, ~0u); + CloseHandle(pi.hProcess); + CloseHandle(pi.hThread); + goto Cleanup; + } + + ResumeThread(pi.hThread); + WaitForSingleObject(pi.hProcess, INFINITE); + + DWORD dwResult = 500; + GetExitCodeProcess(pi.hProcess, &dwResult); + + CloseHandle(pi.hProcess); + CloseHandle(pi.hThread); + + if (dwResult != 0) { + DETOUR_TRACE(("Rundll32.exe failed: result=%lu\n", dwResult)); + goto Cleanup; + } + Result = TRUE; + } + else { + DETOUR_TRACE(("CreateProcess failed: %lu\n", GetLastError())); + goto Cleanup; + } + + Cleanup: + FreeExeHelper(&helper); + return Result; +} + +BOOL WINAPI DetourProcessViaHelperW(_In_ DWORD dwTargetPid, + _In_ LPCSTR lpDllName, + _In_ PDETOUR_CREATE_PROCESS_ROUTINEW pfCreateProcessW) +{ + return DetourProcessViaHelperDllsW(dwTargetPid, 1, &lpDllName, pfCreateProcessW); +} + +BOOL WINAPI DetourProcessViaHelperDllsW(_In_ DWORD dwTargetPid, + _In_ DWORD nDlls, + _In_reads_(nDlls) LPCSTR *rlpDlls, + _In_ PDETOUR_CREATE_PROCESS_ROUTINEW pfCreateProcessW) +{ + BOOL Result = FALSE; + PROCESS_INFORMATION pi; + STARTUPINFOW si; + WCHAR szExe[MAX_PATH]; + WCHAR szCommand[MAX_PATH]; + PDETOUR_EXE_HELPER helper = NULL; + HRESULT hr; + WCHAR szDllName[MAX_PATH]; + int cchWrittenWideChar; + DWORD nLen = GetEnvironmentVariableW(L"WINDIR", szExe, ARRAYSIZE(szExe)); + + DETOUR_TRACE(("DetourProcessViaHelperDlls(pid=%lu,dlls=%lu)\n", dwTargetPid, nDlls)); + if (nDlls < 1 || nDlls > 4096) { + SetLastError(ERROR_INVALID_PARAMETER); + goto Cleanup; + } + if (!AllocExeHelper(&helper, dwTargetPid, nDlls, rlpDlls)) { + goto Cleanup; + } + + if (nLen == 0 || nLen >= ARRAYSIZE(szExe)) { + goto Cleanup; + } + +#if DETOURS_OPTION_BITS +#if DETOURS_32BIT + hr = StringCchCatW(szExe, ARRAYSIZE(szExe), L"\\sysnative\\rundll32.exe"); +#else // !DETOURS_32BIT + hr = StringCchCatW(szExe, ARRAYSIZE(szExe), L"\\syswow64\\rundll32.exe"); +#endif // !DETOURS_32BIT +#else // DETOURS_OPTIONS_BITS + hr = StringCchCatW(szExe, ARRAYSIZE(szExe), L"\\system32\\rundll32.exe"); +#endif // DETOURS_OPTIONS_BITS + if (!SUCCEEDED(hr)) { + goto Cleanup; + } + + //for East Asia languages and so on, like Chinese, print format with "%hs" can not work fine before user call _tsetlocale(LC_ALL,_T(".ACP")); + //so we can't use "%hs" in format string, because the dll that contain this code would inject to any process, even not call _tsetlocale(LC_ALL,_T(".ACP")) before + + cchWrittenWideChar = MultiByteToWideChar(CP_ACP, 0, &helper->rDlls[0], -1, szDllName, ARRAYSIZE(szDllName)); + if (cchWrittenWideChar >= ARRAYSIZE(szDllName) || cchWrittenWideChar <= 0) { + goto Cleanup; + } + hr = StringCchPrintfW(szCommand, ARRAYSIZE(szCommand), + L"rundll32.exe \"%s\",#1", szDllName); + if (!SUCCEEDED(hr)) { + goto Cleanup; + } + + ZeroMemory(&pi, sizeof(pi)); + ZeroMemory(&si, sizeof(si)); + si.cb = sizeof(si); + + DETOUR_TRACE(("DetourProcessViaHelperDlls(\"%ls\", \"%ls\")\n", szExe, szCommand)); + if (pfCreateProcessW(szExe, szCommand, NULL, NULL, FALSE, CREATE_SUSPENDED, + NULL, NULL, &si, &pi)) { + + if (!DetourCopyPayloadToProcess(pi.hProcess, + DETOUR_EXE_HELPER_GUID, + helper, helper->cb)) { + DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %lu\n", GetLastError())); + TerminateProcess(pi.hProcess, ~0u); + CloseHandle(pi.hProcess); + CloseHandle(pi.hThread); + goto Cleanup; + } + + ResumeThread(pi.hThread); + WaitForSingleObject(pi.hProcess, INFINITE); + + DWORD dwResult = 500; + GetExitCodeProcess(pi.hProcess, &dwResult); + + CloseHandle(pi.hProcess); + CloseHandle(pi.hThread); + + if (dwResult != 0) { + DETOUR_TRACE(("Rundll32.exe failed: result=%lu\n", dwResult)); + goto Cleanup; + } + Result = TRUE; + } + else { + DETOUR_TRACE(("CreateProcess failed: %lu\n", GetLastError())); + goto Cleanup; + } + + Cleanup: + FreeExeHelper(&helper); + return Result; +} + +BOOL WINAPI DetourCreateProcessWithDllExA(_In_opt_ LPCSTR lpApplicationName, + _Inout_opt_ LPSTR lpCommandLine, + _In_opt_ LPSECURITY_ATTRIBUTES lpProcessAttributes, + _In_opt_ LPSECURITY_ATTRIBUTES lpThreadAttributes, + _In_ BOOL bInheritHandles, + _In_ DWORD dwCreationFlags, + _In_opt_ LPVOID lpEnvironment, + _In_opt_ LPCSTR lpCurrentDirectory, + _In_ LPSTARTUPINFOA lpStartupInfo, + _Out_ LPPROCESS_INFORMATION lpProcessInformation, + _In_ LPCSTR lpDllName, + _In_opt_ PDETOUR_CREATE_PROCESS_ROUTINEA pfCreateProcessA) +{ + if (pfCreateProcessA == NULL) { + pfCreateProcessA = CreateProcessA; + } + + PROCESS_INFORMATION backup; + if (lpProcessInformation == NULL) { + lpProcessInformation = &backup; + ZeroMemory(&backup, sizeof(backup)); + } + + if (!pfCreateProcessA(lpApplicationName, + lpCommandLine, + lpProcessAttributes, + lpThreadAttributes, + bInheritHandles, + dwCreationFlags | CREATE_SUSPENDED, + lpEnvironment, + lpCurrentDirectory, + lpStartupInfo, + lpProcessInformation)) { + return FALSE; + } + + LPCSTR szDll = lpDllName; + + if (!DetourUpdateProcessWithDll(lpProcessInformation->hProcess, &szDll, 1) && + !DetourProcessViaHelperA(lpProcessInformation->dwProcessId, + lpDllName, + pfCreateProcessA)) { + + TerminateProcess(lpProcessInformation->hProcess, ~0u); + CloseHandle(lpProcessInformation->hProcess); + CloseHandle(lpProcessInformation->hThread); + return FALSE; + } + + if (!(dwCreationFlags & CREATE_SUSPENDED)) { + ResumeThread(lpProcessInformation->hThread); + } + + if (lpProcessInformation == &backup) { + CloseHandle(lpProcessInformation->hProcess); + CloseHandle(lpProcessInformation->hThread); + } + + return TRUE; +} + +BOOL WINAPI DetourCreateProcessWithDllExW(_In_opt_ LPCWSTR lpApplicationName, + _Inout_opt_ LPWSTR lpCommandLine, + _In_opt_ LPSECURITY_ATTRIBUTES lpProcessAttributes, + _In_opt_ LPSECURITY_ATTRIBUTES lpThreadAttributes, + _In_ BOOL bInheritHandles, + _In_ DWORD dwCreationFlags, + _In_opt_ LPVOID lpEnvironment, + _In_opt_ LPCWSTR lpCurrentDirectory, + _In_ LPSTARTUPINFOW lpStartupInfo, + _Out_ LPPROCESS_INFORMATION lpProcessInformation, + _In_ LPCSTR lpDllName, + _In_opt_ PDETOUR_CREATE_PROCESS_ROUTINEW pfCreateProcessW) +{ + if (pfCreateProcessW == NULL) { + pfCreateProcessW = CreateProcessW; + } + + PROCESS_INFORMATION backup; + if (lpProcessInformation == NULL) { + lpProcessInformation = &backup; + ZeroMemory(&backup, sizeof(backup)); + } + + if (!pfCreateProcessW(lpApplicationName, + lpCommandLine, + lpProcessAttributes, + lpThreadAttributes, + bInheritHandles, + dwCreationFlags | CREATE_SUSPENDED, + lpEnvironment, + lpCurrentDirectory, + lpStartupInfo, + lpProcessInformation)) { + return FALSE; + } + + + LPCSTR sz = lpDllName; + + if (!DetourUpdateProcessWithDll(lpProcessInformation->hProcess, &sz, 1) && + !DetourProcessViaHelperW(lpProcessInformation->dwProcessId, + lpDllName, + pfCreateProcessW)) { + + TerminateProcess(lpProcessInformation->hProcess, ~0u); + CloseHandle(lpProcessInformation->hProcess); + CloseHandle(lpProcessInformation->hThread); + return FALSE; + } + + if (!(dwCreationFlags & CREATE_SUSPENDED)) { + ResumeThread(lpProcessInformation->hThread); + } + + if (lpProcessInformation == &backup) { + CloseHandle(lpProcessInformation->hProcess); + CloseHandle(lpProcessInformation->hThread); + } + return TRUE; +} + +BOOL WINAPI DetourCreateProcessWithDllsA(_In_opt_ LPCSTR lpApplicationName, + _Inout_opt_ LPSTR lpCommandLine, + _In_opt_ LPSECURITY_ATTRIBUTES lpProcessAttributes, + _In_opt_ LPSECURITY_ATTRIBUTES lpThreadAttributes, + _In_ BOOL bInheritHandles, + _In_ DWORD dwCreationFlags, + _In_opt_ LPVOID lpEnvironment, + _In_opt_ LPCSTR lpCurrentDirectory, + _In_ LPSTARTUPINFOA lpStartupInfo, + _Out_ LPPROCESS_INFORMATION lpProcessInformation, + _In_ DWORD nDlls, + _In_reads_(nDlls) LPCSTR *rlpDlls, + _In_opt_ PDETOUR_CREATE_PROCESS_ROUTINEA pfCreateProcessA) +{ + if (pfCreateProcessA == NULL) { + pfCreateProcessA = CreateProcessA; + } + + PROCESS_INFORMATION backup; + if (lpProcessInformation == NULL) { + lpProcessInformation = &backup; + ZeroMemory(&backup, sizeof(backup)); + } + + if (!pfCreateProcessA(lpApplicationName, + lpCommandLine, + lpProcessAttributes, + lpThreadAttributes, + bInheritHandles, + dwCreationFlags | CREATE_SUSPENDED, + lpEnvironment, + lpCurrentDirectory, + lpStartupInfo, + lpProcessInformation)) { + return FALSE; + } + + if (!DetourUpdateProcessWithDll(lpProcessInformation->hProcess, rlpDlls, nDlls) && + !DetourProcessViaHelperDllsA(lpProcessInformation->dwProcessId, + nDlls, + rlpDlls, + pfCreateProcessA)) { + + TerminateProcess(lpProcessInformation->hProcess, ~0u); + CloseHandle(lpProcessInformation->hProcess); + CloseHandle(lpProcessInformation->hThread); + return FALSE; + } + + if (!(dwCreationFlags & CREATE_SUSPENDED)) { + ResumeThread(lpProcessInformation->hThread); + } + + if (lpProcessInformation == &backup) { + CloseHandle(lpProcessInformation->hProcess); + CloseHandle(lpProcessInformation->hThread); + } + + return TRUE; +} + +BOOL WINAPI DetourCreateProcessWithDllsW(_In_opt_ LPCWSTR lpApplicationName, + _Inout_opt_ LPWSTR lpCommandLine, + _In_opt_ LPSECURITY_ATTRIBUTES lpProcessAttributes, + _In_opt_ LPSECURITY_ATTRIBUTES lpThreadAttributes, + _In_ BOOL bInheritHandles, + _In_ DWORD dwCreationFlags, + _In_opt_ LPVOID lpEnvironment, + _In_opt_ LPCWSTR lpCurrentDirectory, + _In_ LPSTARTUPINFOW lpStartupInfo, + _Out_ LPPROCESS_INFORMATION lpProcessInformation, + _In_ DWORD nDlls, + _In_reads_(nDlls) LPCSTR *rlpDlls, + _In_opt_ PDETOUR_CREATE_PROCESS_ROUTINEW pfCreateProcessW) +{ + if (pfCreateProcessW == NULL) { + pfCreateProcessW = CreateProcessW; + } + + PROCESS_INFORMATION backup; + if (lpProcessInformation == NULL) { + lpProcessInformation = &backup; + ZeroMemory(&backup, sizeof(backup)); + } + + if (!pfCreateProcessW(lpApplicationName, + lpCommandLine, + lpProcessAttributes, + lpThreadAttributes, + bInheritHandles, + dwCreationFlags | CREATE_SUSPENDED, + lpEnvironment, + lpCurrentDirectory, + lpStartupInfo, + lpProcessInformation)) { + return FALSE; + } + + + if (!DetourUpdateProcessWithDll(lpProcessInformation->hProcess, rlpDlls, nDlls) && + !DetourProcessViaHelperDllsW(lpProcessInformation->dwProcessId, + nDlls, + rlpDlls, + pfCreateProcessW)) { + + TerminateProcess(lpProcessInformation->hProcess, ~0u); + CloseHandle(lpProcessInformation->hProcess); + CloseHandle(lpProcessInformation->hThread); + return FALSE; + } + + if (!(dwCreationFlags & CREATE_SUSPENDED)) { + ResumeThread(lpProcessInformation->hThread); + } + + if (lpProcessInformation == &backup) { + CloseHandle(lpProcessInformation->hProcess); + CloseHandle(lpProcessInformation->hThread); + } + return TRUE; +} + +// +///////////////////////////////////////////////////////////////// End of File. diff --git a/bintrust/Dll1/detours/detours.cpp b/bintrust/Dll1/detours/detours.cpp new file mode 100644 index 0000000..1fb297d --- /dev/null +++ b/bintrust/Dll1/detours/detours.cpp @@ -0,0 +1,2591 @@ +////////////////////////////////////////////////////////////////////////////// +// +// Core Detours Functionality (detours.cpp of detours.lib) +// +// Microsoft Research Detours Package, Version 4.0.1 +// +// Copyright (c) Microsoft Corporation. All rights reserved. +// + + +//#define DETOUR_DEBUG 1 +#define DETOURS_INTERNAL +#include "detours.h" + +#if DETOURS_VERSION != 0x4c0c1 // 0xMAJORcMINORcPATCH +#error detours.h version mismatch +#endif + +#define NOTHROW + +////////////////////////////////////////////////////////////////////////////// +// + +#ifdef _DEBUG +extern "C" IMAGE_DOS_HEADER __ImageBase; +int Detour_AssertExprWithFunctionName(int reportType, const char* filename, int linenumber, const char* FunctionName, const char* msg) +{ + int nRet = 0; + DWORD dwLastError = GetLastError(); + CHAR szModuleNameWithFunctionName[MAX_PATH * 2]; + szModuleNameWithFunctionName[0] = 0; + GetModuleFileNameA((HMODULE)&__ImageBase, szModuleNameWithFunctionName, ARRAYSIZE(szModuleNameWithFunctionName)); + StringCchCatNA(szModuleNameWithFunctionName, ARRAYSIZE(szModuleNameWithFunctionName), ",", ARRAYSIZE(szModuleNameWithFunctionName) - strlen(szModuleNameWithFunctionName) - 1); + StringCchCatNA(szModuleNameWithFunctionName, ARRAYSIZE(szModuleNameWithFunctionName), FunctionName, ARRAYSIZE(szModuleNameWithFunctionName) - strlen(szModuleNameWithFunctionName) - 1); + SetLastError(dwLastError); + nRet = _CrtDbgReport(reportType, filename, linenumber, szModuleNameWithFunctionName, msg); + SetLastError(dwLastError); + return nRet; +} +#endif// _DEBUG + +////////////////////////////////////////////////////////////////////////////// +// +struct _DETOUR_ALIGN +{ + BYTE obTarget : 3; + BYTE obTrampoline : 5; +}; + +C_ASSERT(sizeof(_DETOUR_ALIGN) == 1); + +////////////////////////////////////////////////////////////////////////////// +// +// Region reserved for system DLLs, which cannot be used for trampolines. +// +static PVOID s_pSystemRegionLowerBound = (PVOID)(ULONG_PTR)0x70000000; +static PVOID s_pSystemRegionUpperBound = (PVOID)(ULONG_PTR)0x80000000; + +////////////////////////////////////////////////////////////////////////////// +// +static bool detour_is_imported(PBYTE pbCode, PBYTE pbAddress) +{ + MEMORY_BASIC_INFORMATION mbi; + VirtualQuery((PVOID)pbCode, &mbi, sizeof(mbi)); + __try { + PIMAGE_DOS_HEADER pDosHeader = (PIMAGE_DOS_HEADER)mbi.AllocationBase; + if (pDosHeader->e_magic != IMAGE_DOS_SIGNATURE) { + return false; + } + + PIMAGE_NT_HEADERS pNtHeader = (PIMAGE_NT_HEADERS)((PBYTE)pDosHeader + + pDosHeader->e_lfanew); + if (pNtHeader->Signature != IMAGE_NT_SIGNATURE) { + return false; + } + + if (pbAddress >= ((PBYTE)pDosHeader + + pNtHeader->OptionalHeader + .DataDirectory[IMAGE_DIRECTORY_ENTRY_IAT].VirtualAddress) && + pbAddress < ((PBYTE)pDosHeader + + pNtHeader->OptionalHeader + .DataDirectory[IMAGE_DIRECTORY_ENTRY_IAT].VirtualAddress + + pNtHeader->OptionalHeader + .DataDirectory[IMAGE_DIRECTORY_ENTRY_IAT].Size)) { + return true; + } + } +#pragma prefast(suppress:28940, "A bad pointer means this probably isn't a PE header.") + __except(GetExceptionCode() == EXCEPTION_ACCESS_VIOLATION ? + EXCEPTION_EXECUTE_HANDLER : EXCEPTION_CONTINUE_SEARCH) { + return false; + } + return false; +} + +inline ULONG_PTR detour_2gb_below(ULONG_PTR address) +{ + return (address > (ULONG_PTR)0x7ff80000) ? address - 0x7ff80000 : 0x80000; +} + +inline ULONG_PTR detour_2gb_above(ULONG_PTR address) +{ +#if defined(DETOURS_64BIT) + return (address < (ULONG_PTR)0xffffffff80000000) ? address + 0x7ff80000 : (ULONG_PTR)0xfffffffffff80000; +#else + return (address < (ULONG_PTR)0x80000000) ? address + 0x7ff80000 : (ULONG_PTR)0xfff80000; +#endif +} + +///////////////////////////////////////////////////////////////////////// X86. +// +#ifdef DETOURS_X86 + +struct _DETOUR_TRAMPOLINE +{ + BYTE rbCode[30]; // target code + jmp to pbRemain + BYTE cbCode; // size of moved target code. + BYTE cbCodeBreak; // padding to make debugging easier. + BYTE rbRestore[22]; // original target code. + BYTE cbRestore; // size of original target code. + BYTE cbRestoreBreak; // padding to make debugging easier. + _DETOUR_ALIGN rAlign[8]; // instruction alignment array. + PBYTE pbRemain; // first instruction after moved code. [free list] + PBYTE pbDetour; // first instruction of detour function. +}; + +C_ASSERT(sizeof(_DETOUR_TRAMPOLINE) == 72); + +enum { + SIZE_OF_JMP = 5 +}; + +inline PBYTE detour_gen_jmp_immediate(PBYTE pbCode, PBYTE pbJmpVal) +{ + PBYTE pbJmpSrc = pbCode + 5; + *pbCode++ = 0xE9; // jmp +imm32 + *((INT32*&)pbCode)++ = (INT32)(pbJmpVal - pbJmpSrc); + return pbCode; +} + +inline PBYTE detour_gen_jmp_indirect(PBYTE pbCode, PBYTE *ppbJmpVal) +{ + *pbCode++ = 0xff; // jmp [+imm32] + *pbCode++ = 0x25; + *((INT32*&)pbCode)++ = (INT32)((PBYTE)ppbJmpVal); + return pbCode; +} + +inline PBYTE detour_gen_brk(PBYTE pbCode, PBYTE pbLimit) +{ + while (pbCode < pbLimit) { + *pbCode++ = 0xcc; // brk; + } + return pbCode; +} + +inline PBYTE detour_skip_jmp(PBYTE pbCode, PVOID *ppGlobals) +{ + if (pbCode == NULL) { + return NULL; + } + if (ppGlobals != NULL) { + *ppGlobals = NULL; + } + + // First, skip over the import vector if there is one. + if (pbCode[0] == 0xff && pbCode[1] == 0x25) { // jmp [imm32] + // Looks like an import alias jump, then get the code it points to. + PBYTE pbTarget = *(UNALIGNED PBYTE *)&pbCode[2]; + if (detour_is_imported(pbCode, pbTarget)) { + PBYTE pbNew = *(UNALIGNED PBYTE *)pbTarget; + DETOUR_TRACE(("%p->%p: skipped over import table.\n", pbCode, pbNew)); + pbCode = pbNew; + } + } + + // Then, skip over a patch jump + if (pbCode[0] == 0xeb) { // jmp +imm8 + PBYTE pbNew = pbCode + 2 + *(CHAR *)&pbCode[1]; + DETOUR_TRACE(("%p->%p: skipped over short jump.\n", pbCode, pbNew)); + pbCode = pbNew; + + // First, skip over the import vector if there is one. + if (pbCode[0] == 0xff && pbCode[1] == 0x25) { // jmp [imm32] + // Looks like an import alias jump, then get the code it points to. + PBYTE pbTarget = *(UNALIGNED PBYTE *)&pbCode[2]; + if (detour_is_imported(pbCode, pbTarget)) { + pbNew = *(UNALIGNED PBYTE *)pbTarget; + DETOUR_TRACE(("%p->%p: skipped over import table.\n", pbCode, pbNew)); + pbCode = pbNew; + } + } + // Finally, skip over a long jump if it is the target of the patch jump. + else if (pbCode[0] == 0xe9) { // jmp +imm32 + pbNew = pbCode + 5 + *(UNALIGNED INT32 *)&pbCode[1]; + DETOUR_TRACE(("%p->%p: skipped over long jump.\n", pbCode, pbNew)); + pbCode = pbNew; + } + } + return pbCode; +} + +inline void detour_find_jmp_bounds(PBYTE pbCode, + PDETOUR_TRAMPOLINE *ppLower, + PDETOUR_TRAMPOLINE *ppUpper) +{ + // We have to place trampolines within +/- 2GB of code. + ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); + ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); + + // And, within +/- 2GB of relative jmp targets. + if (pbCode[0] == 0xe9) { // jmp +imm32 + PBYTE pbNew = pbCode + 5 + *(UNALIGNED INT32 *)&pbCode[1]; + + if (pbNew < pbCode) { + hi = detour_2gb_above((ULONG_PTR)pbNew); + } + else { + lo = detour_2gb_below((ULONG_PTR)pbNew); + } + DETOUR_TRACE(("[%p..%p..%p] +imm32\n", (PVOID)lo, pbCode, (PVOID)hi)); + } + + *ppLower = (PDETOUR_TRAMPOLINE)lo; + *ppUpper = (PDETOUR_TRAMPOLINE)hi; +} + +inline BOOL detour_does_code_end_function(PBYTE pbCode) +{ + if (pbCode[0] == 0xeb || // jmp +imm8 + pbCode[0] == 0xe9 || // jmp +imm32 + pbCode[0] == 0xe0 || // jmp eax + pbCode[0] == 0xc2 || // ret +imm8 + pbCode[0] == 0xc3 || // ret + pbCode[0] == 0xcc) { // brk + return TRUE; + } + else if (pbCode[0] == 0xf3 && pbCode[1] == 0xc3) { // rep ret + return TRUE; + } + else if (pbCode[0] == 0xff && pbCode[1] == 0x25) { // jmp [+imm32] + return TRUE; + } + else if ((pbCode[0] == 0x26 || // jmp es: + pbCode[0] == 0x2e || // jmp cs: + pbCode[0] == 0x36 || // jmp ss: + pbCode[0] == 0x3e || // jmp ds: + pbCode[0] == 0x64 || // jmp fs: + pbCode[0] == 0x65) && // jmp gs: + pbCode[1] == 0xff && // jmp [+imm32] + pbCode[2] == 0x25) { + return TRUE; + } + return FALSE; +} + +inline ULONG detour_is_code_filler(PBYTE pbCode) +{ + // 1-byte through 11-byte NOPs. + if (pbCode[0] == 0x90) { + return 1; + } + if (pbCode[0] == 0x66 && pbCode[1] == 0x90) { + return 2; + } + if (pbCode[0] == 0x0F && pbCode[1] == 0x1F && pbCode[2] == 0x00) { + return 3; + } + if (pbCode[0] == 0x0F && pbCode[1] == 0x1F && pbCode[2] == 0x40 && + pbCode[3] == 0x00) { + return 4; + } + if (pbCode[0] == 0x0F && pbCode[1] == 0x1F && pbCode[2] == 0x44 && + pbCode[3] == 0x00 && pbCode[4] == 0x00) { + return 5; + } + if (pbCode[0] == 0x66 && pbCode[1] == 0x0F && pbCode[2] == 0x1F && + pbCode[3] == 0x44 && pbCode[4] == 0x00 && pbCode[5] == 0x00) { + return 6; + } + if (pbCode[0] == 0x0F && pbCode[1] == 0x1F && pbCode[2] == 0x80 && + pbCode[3] == 0x00 && pbCode[4] == 0x00 && pbCode[5] == 0x00 && + pbCode[6] == 0x00) { + return 7; + } + if (pbCode[0] == 0x0F && pbCode[1] == 0x1F && pbCode[2] == 0x84 && + pbCode[3] == 0x00 && pbCode[4] == 0x00 && pbCode[5] == 0x00 && + pbCode[6] == 0x00 && pbCode[7] == 0x00) { + return 8; + } + if (pbCode[0] == 0x66 && pbCode[1] == 0x0F && pbCode[2] == 0x1F && + pbCode[3] == 0x84 && pbCode[4] == 0x00 && pbCode[5] == 0x00 && + pbCode[6] == 0x00 && pbCode[7] == 0x00 && pbCode[8] == 0x00) { + return 9; + } + if (pbCode[0] == 0x66 && pbCode[1] == 0x66 && pbCode[2] == 0x0F && + pbCode[3] == 0x1F && pbCode[4] == 0x84 && pbCode[5] == 0x00 && + pbCode[6] == 0x00 && pbCode[7] == 0x00 && pbCode[8] == 0x00 && + pbCode[9] == 0x00) { + return 10; + } + if (pbCode[0] == 0x66 && pbCode[1] == 0x66 && pbCode[2] == 0x66 && + pbCode[3] == 0x0F && pbCode[4] == 0x1F && pbCode[5] == 0x84 && + pbCode[6] == 0x00 && pbCode[7] == 0x00 && pbCode[8] == 0x00 && + pbCode[9] == 0x00 && pbCode[10] == 0x00) { + return 11; + } + + // int 3. + if (pbCode[0] == 0xcc) { + return 1; + } + return 0; +} + +#endif // DETOURS_X86 + +///////////////////////////////////////////////////////////////////////// X64. +// +#ifdef DETOURS_X64 + +struct _DETOUR_TRAMPOLINE +{ + // An X64 instuction can be 15 bytes long. + // In practice 11 seems to be the limit. + BYTE rbCode[30]; // target code + jmp to pbRemain. + BYTE cbCode; // size of moved target code. + BYTE cbCodeBreak; // padding to make debugging easier. + BYTE rbRestore[30]; // original target code. + BYTE cbRestore; // size of original target code. + BYTE cbRestoreBreak; // padding to make debugging easier. + _DETOUR_ALIGN rAlign[8]; // instruction alignment array. + PBYTE pbRemain; // first instruction after moved code. [free list] + PBYTE pbDetour; // first instruction of detour function. + BYTE rbCodeIn[8]; // jmp [pbDetour] +}; + +C_ASSERT(sizeof(_DETOUR_TRAMPOLINE) == 96); + +enum { + SIZE_OF_JMP = 5 +}; + +inline PBYTE detour_gen_jmp_immediate(PBYTE pbCode, PBYTE pbJmpVal) +{ + PBYTE pbJmpSrc = pbCode + 5; + *pbCode++ = 0xE9; // jmp +imm32 + *((INT32*&)pbCode)++ = (INT32)(pbJmpVal - pbJmpSrc); + return pbCode; +} + +inline PBYTE detour_gen_jmp_indirect(PBYTE pbCode, PBYTE *ppbJmpVal) +{ + PBYTE pbJmpSrc = pbCode + 6; + *pbCode++ = 0xff; // jmp [+imm32] + *pbCode++ = 0x25; + *((INT32*&)pbCode)++ = (INT32)((PBYTE)ppbJmpVal - pbJmpSrc); + return pbCode; +} + +inline PBYTE detour_gen_brk(PBYTE pbCode, PBYTE pbLimit) +{ + while (pbCode < pbLimit) { + *pbCode++ = 0xcc; // brk; + } + return pbCode; +} + +inline PBYTE detour_skip_jmp(PBYTE pbCode, PVOID *ppGlobals) +{ + if (pbCode == NULL) { + return NULL; + } + if (ppGlobals != NULL) { + *ppGlobals = NULL; + } + + // First, skip over the import vector if there is one. + if (pbCode[0] == 0xff && pbCode[1] == 0x25) { // jmp [+imm32] + // Looks like an import alias jump, then get the code it points to. + PBYTE pbTarget = pbCode + 6 + *(UNALIGNED INT32 *)&pbCode[2]; + if (detour_is_imported(pbCode, pbTarget)) { + PBYTE pbNew = *(UNALIGNED PBYTE *)pbTarget; + DETOUR_TRACE(("%p->%p: skipped over import table.\n", pbCode, pbNew)); + pbCode = pbNew; + } + } + + // Then, skip over a patch jump + if (pbCode[0] == 0xeb) { // jmp +imm8 + PBYTE pbNew = pbCode + 2 + *(CHAR *)&pbCode[1]; + DETOUR_TRACE(("%p->%p: skipped over short jump.\n", pbCode, pbNew)); + pbCode = pbNew; + + // First, skip over the import vector if there is one. + if (pbCode[0] == 0xff && pbCode[1] == 0x25) { // jmp [+imm32] + // Looks like an import alias jump, then get the code it points to. + PBYTE pbTarget = pbCode + 6 + *(UNALIGNED INT32 *)&pbCode[2]; + if (detour_is_imported(pbCode, pbTarget)) { + pbNew = *(UNALIGNED PBYTE *)pbTarget; + DETOUR_TRACE(("%p->%p: skipped over import table.\n", pbCode, pbNew)); + pbCode = pbNew; + } + } + // Finally, skip over a long jump if it is the target of the patch jump. + else if (pbCode[0] == 0xe9) { // jmp +imm32 + pbNew = pbCode + 5 + *(UNALIGNED INT32 *)&pbCode[1]; + DETOUR_TRACE(("%p->%p: skipped over long jump.\n", pbCode, pbNew)); + pbCode = pbNew; + } + } + return pbCode; +} + +inline void detour_find_jmp_bounds(PBYTE pbCode, + PDETOUR_TRAMPOLINE *ppLower, + PDETOUR_TRAMPOLINE *ppUpper) +{ + // We have to place trampolines within +/- 2GB of code. + ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); + ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); + + // And, within +/- 2GB of relative jmp vectors. + if (pbCode[0] == 0xff && pbCode[1] == 0x25) { // jmp [+imm32] + PBYTE pbNew = pbCode + 6 + *(UNALIGNED INT32 *)&pbCode[2]; + + if (pbNew < pbCode) { + hi = detour_2gb_above((ULONG_PTR)pbNew); + } + else { + lo = detour_2gb_below((ULONG_PTR)pbNew); + } + DETOUR_TRACE(("[%p..%p..%p] [+imm32]\n", (PVOID)lo, pbCode, (PVOID)hi)); + } + // And, within +/- 2GB of relative jmp targets. + else if (pbCode[0] == 0xe9) { // jmp +imm32 + PBYTE pbNew = pbCode + 5 + *(UNALIGNED INT32 *)&pbCode[1]; + + if (pbNew < pbCode) { + hi = detour_2gb_above((ULONG_PTR)pbNew); + } + else { + lo = detour_2gb_below((ULONG_PTR)pbNew); + } + DETOUR_TRACE(("[%p..%p..%p] +imm32\n", (PVOID)lo, pbCode, (PVOID)hi)); + } + + *ppLower = (PDETOUR_TRAMPOLINE)lo; + *ppUpper = (PDETOUR_TRAMPOLINE)hi; +} + +inline BOOL detour_does_code_end_function(PBYTE pbCode) +{ + if (pbCode[0] == 0xeb || // jmp +imm8 + pbCode[0] == 0xe9 || // jmp +imm32 + pbCode[0] == 0xe0 || // jmp eax + pbCode[0] == 0xc2 || // ret +imm8 + pbCode[0] == 0xc3 || // ret + pbCode[0] == 0xcc) { // brk + return TRUE; + } + else if (pbCode[0] == 0xf3 && pbCode[1] == 0xc3) { // rep ret + return TRUE; + } + else if (pbCode[0] == 0xff && pbCode[1] == 0x25) { // jmp [+imm32] + return TRUE; + } + else if ((pbCode[0] == 0x26 || // jmp es: + pbCode[0] == 0x2e || // jmp cs: + pbCode[0] == 0x36 || // jmp ss: + pbCode[0] == 0x3e || // jmp ds: + pbCode[0] == 0x64 || // jmp fs: + pbCode[0] == 0x65) && // jmp gs: + pbCode[1] == 0xff && // jmp [+imm32] + pbCode[2] == 0x25) { + return TRUE; + } + return FALSE; +} + +inline ULONG detour_is_code_filler(PBYTE pbCode) +{ + // 1-byte through 11-byte NOPs. + if (pbCode[0] == 0x90) { + return 1; + } + if (pbCode[0] == 0x66 && pbCode[1] == 0x90) { + return 2; + } + if (pbCode[0] == 0x0F && pbCode[1] == 0x1F && pbCode[2] == 0x00) { + return 3; + } + if (pbCode[0] == 0x0F && pbCode[1] == 0x1F && pbCode[2] == 0x40 && + pbCode[3] == 0x00) { + return 4; + } + if (pbCode[0] == 0x0F && pbCode[1] == 0x1F && pbCode[2] == 0x44 && + pbCode[3] == 0x00 && pbCode[4] == 0x00) { + return 5; + } + if (pbCode[0] == 0x66 && pbCode[1] == 0x0F && pbCode[2] == 0x1F && + pbCode[3] == 0x44 && pbCode[4] == 0x00 && pbCode[5] == 0x00) { + return 6; + } + if (pbCode[0] == 0x0F && pbCode[1] == 0x1F && pbCode[2] == 0x80 && + pbCode[3] == 0x00 && pbCode[4] == 0x00 && pbCode[5] == 0x00 && + pbCode[6] == 0x00) { + return 7; + } + if (pbCode[0] == 0x0F && pbCode[1] == 0x1F && pbCode[2] == 0x84 && + pbCode[3] == 0x00 && pbCode[4] == 0x00 && pbCode[5] == 0x00 && + pbCode[6] == 0x00 && pbCode[7] == 0x00) { + return 8; + } + if (pbCode[0] == 0x66 && pbCode[1] == 0x0F && pbCode[2] == 0x1F && + pbCode[3] == 0x84 && pbCode[4] == 0x00 && pbCode[5] == 0x00 && + pbCode[6] == 0x00 && pbCode[7] == 0x00 && pbCode[8] == 0x00) { + return 9; + } + if (pbCode[0] == 0x66 && pbCode[1] == 0x66 && pbCode[2] == 0x0F && + pbCode[3] == 0x1F && pbCode[4] == 0x84 && pbCode[5] == 0x00 && + pbCode[6] == 0x00 && pbCode[7] == 0x00 && pbCode[8] == 0x00 && + pbCode[9] == 0x00) { + return 10; + } + if (pbCode[0] == 0x66 && pbCode[1] == 0x66 && pbCode[2] == 0x66 && + pbCode[3] == 0x0F && pbCode[4] == 0x1F && pbCode[5] == 0x84 && + pbCode[6] == 0x00 && pbCode[7] == 0x00 && pbCode[8] == 0x00 && + pbCode[9] == 0x00 && pbCode[10] == 0x00) { + return 11; + } + + // int 3. + if (pbCode[0] == 0xcc) { + return 1; + } + return 0; +} + +#endif // DETOURS_X64 + +//////////////////////////////////////////////////////////////////////// IA64. +// +#ifdef DETOURS_IA64 + +struct _DETOUR_TRAMPOLINE +{ + // On the IA64, a trampoline is used for both incoming and outgoing calls. + // + // The trampoline contains the following bundles for the outgoing call: + // movl gp=target_gp; + // + // brl target_code; + // + // The trampoline contains the following bundles for the incoming call: + // alloc r41=ar.pfs, b, 0, 8, 0 + // mov r40=rp + // + // adds r50=0, r39 + // adds r49=0, r38 + // adds r48=0, r37 ;; + // + // adds r47=0, r36 + // adds r46=0, r35 + // adds r45=0, r34 + // + // adds r44=0, r33 + // adds r43=0, r32 + // adds r42=0, gp ;; + // + // movl gp=ffffffff`ffffffff ;; + // + // brl.call.sptk.few rp=disas!TestCodes+20e0 (00000000`00404ea0) ;; + // + // adds gp=0, r42 + // mov rp=r40, +0 ;; + // mov.i ar.pfs=r41 + // + // br.ret.sptk.many rp ;; + // + // This way, we only have to relocate a single bundle. + // + // The complicated incoming trampoline is required because we have to + // create an additional stack frame so that we save and restore the gp. + // We must do this because gp is a caller-saved register, but not saved + // if the caller thinks the target is in the same DLL, which changes + // when we insert a detour. + // + DETOUR_IA64_BUNDLE bMovlTargetGp; // Bundle which sets target GP + BYTE rbCode[sizeof(DETOUR_IA64_BUNDLE)]; // moved bundle. + DETOUR_IA64_BUNDLE bBrlRemainEip; // Brl to pbRemain + // This must be adjacent to bBranchIslands. + + // Each instruction in the moved bundle could be a IP-relative chk or branch or call. + // Any such instructions are changed to point to a brl in bBranchIslands. + // This must be adjacent to bBrlRemainEip -- see "pbPool". + DETOUR_IA64_BUNDLE bBranchIslands[DETOUR_IA64_INSTRUCTIONS_PER_BUNDLE]; + + // Target of brl inserted in target function + DETOUR_IA64_BUNDLE bAllocFrame; // alloc frame + DETOUR_IA64_BUNDLE bSave37to39; // save r37, r38, r39. + DETOUR_IA64_BUNDLE bSave34to36; // save r34, r35, r36. + DETOUR_IA64_BUNDLE bSaveGPto33; // save gp, r32, r33. + DETOUR_IA64_BUNDLE bMovlDetourGp; // set detour GP. + DETOUR_IA64_BUNDLE bCallDetour; // call detour. + DETOUR_IA64_BUNDLE bPopFrameGp; // pop frame and restore gp. + DETOUR_IA64_BUNDLE bReturn; // return to caller. + + PLABEL_DESCRIPTOR pldTrampoline; + + BYTE rbRestore[sizeof(DETOUR_IA64_BUNDLE)]; // original target bundle. + BYTE cbRestore; // size of original target code. + BYTE cbCode; // size of moved target code. + _DETOUR_ALIGN rAlign[14]; // instruction alignment array. + PBYTE pbRemain; // first instruction after moved code. [free list] + PBYTE pbDetour; // first instruction of detour function. + PPLABEL_DESCRIPTOR ppldDetour; // [pbDetour,gpDetour] + PPLABEL_DESCRIPTOR ppldTarget; // [pbTarget,gpDetour] +}; + +C_ASSERT(sizeof(DETOUR_IA64_BUNDLE) == 16); +C_ASSERT(sizeof(_DETOUR_TRAMPOLINE) == 256 + DETOUR_IA64_INSTRUCTIONS_PER_BUNDLE * 16); + +enum { + SIZE_OF_JMP = sizeof(DETOUR_IA64_BUNDLE) +}; + +inline PBYTE detour_skip_jmp(PBYTE pPointer, PVOID *ppGlobals) +{ + PBYTE pGlobals = NULL; + PBYTE pbCode = NULL; + + if (pPointer != NULL) { + PPLABEL_DESCRIPTOR ppld = (PPLABEL_DESCRIPTOR)pPointer; + pbCode = (PBYTE)ppld->EntryPoint; + pGlobals = (PBYTE)ppld->GlobalPointer; + } + if (ppGlobals != NULL) { + *ppGlobals = pGlobals; + } + if (pbCode == NULL) { + return NULL; + } + + DETOUR_IA64_BUNDLE *pb = (DETOUR_IA64_BUNDLE *)pbCode; + + // IA64 Local Import Jumps look like: + // addl r2=ffffffff`ffe021c0, gp ;; + // ld8 r2=[r2] + // nop.i 0 ;; + // + // ld8 r3=[r2], 8 ;; + // ld8 gp=[r2] + // mov b6=r3, +0 + // + // nop.m 0 + // nop.i 0 + // br.cond.sptk.few b6 + // + + // 002024000200100b + if ((pb[0].wide[0] & 0xfffffc000603ffff) == 0x002024000200100b && + pb[0].wide[1] == 0x0004000000203008 && + pb[1].wide[0] == 0x001014180420180a && + pb[1].wide[1] == 0x07000830c0203008 && + pb[2].wide[0] == 0x0000000100000010 && + pb[2].wide[1] == 0x0080006000000200) { + + ULONG64 offset = + ((pb[0].wide[0] & 0x0000000001fc0000) >> 18) | // imm7b + ((pb[0].wide[0] & 0x000001ff00000000) >> 25) | // imm9d + ((pb[0].wide[0] & 0x00000000f8000000) >> 11); // imm5c + if (pb[0].wide[0] & 0x0000020000000000) { // sign + offset |= 0xffffffffffe00000; + } + PBYTE pbTarget = pGlobals + offset; + DETOUR_TRACE(("%p: potential import jump, target=%p\n", pb, pbTarget)); + + if (detour_is_imported(pbCode, pbTarget) && *(PBYTE*)pbTarget != NULL) { + DETOUR_TRACE(("%p: is import jump, label=%p\n", pb, *(PBYTE *)pbTarget)); + + PPLABEL_DESCRIPTOR ppld = (PPLABEL_DESCRIPTOR)*(PBYTE *)pbTarget; + pbCode = (PBYTE)ppld->EntryPoint; + pGlobals = (PBYTE)ppld->GlobalPointer; + if (ppGlobals != NULL) { + *ppGlobals = pGlobals; + } + } + } + return pbCode; +} + + +inline void detour_find_jmp_bounds(PBYTE pbCode, + PDETOUR_TRAMPOLINE *ppLower, + PDETOUR_TRAMPOLINE *ppUpper) +{ + (void)pbCode; + *ppLower = (PDETOUR_TRAMPOLINE)(ULONG_PTR)0x0000000000080000; + *ppUpper = (PDETOUR_TRAMPOLINE)(ULONG_PTR)0xfffffffffff80000; +} + +inline BOOL detour_does_code_end_function(PBYTE pbCode) +{ + // Routine not needed on IA64. + (void)pbCode; + return FALSE; +} + +inline ULONG detour_is_code_filler(PBYTE pbCode) +{ + // Routine not needed on IA64. + (void)pbCode; + return 0; +} + +#endif // DETOURS_IA64 + +#ifdef DETOURS_ARM + +struct _DETOUR_TRAMPOLINE +{ + // A Thumb-2 instruction can be 2 or 4 bytes long. + BYTE rbCode[62]; // target code + jmp to pbRemain + BYTE cbCode; // size of moved target code. + BYTE cbCodeBreak; // padding to make debugging easier. + BYTE rbRestore[22]; // original target code. + BYTE cbRestore; // size of original target code. + BYTE cbRestoreBreak; // padding to make debugging easier. + _DETOUR_ALIGN rAlign[8]; // instruction alignment array. + PBYTE pbRemain; // first instruction after moved code. [free list] + PBYTE pbDetour; // first instruction of detour function. +}; + +C_ASSERT(sizeof(_DETOUR_TRAMPOLINE) == 104); + +enum { + SIZE_OF_JMP = 8 +}; + +inline PBYTE align4(PBYTE pValue) +{ + return (PBYTE)(((ULONG)pValue) & ~(ULONG)3u); +} + +inline ULONG fetch_thumb_opcode(PBYTE pbCode) +{ + ULONG Opcode = *(UINT16 *)&pbCode[0]; + if (Opcode >= 0xe800) { + Opcode = (Opcode << 16) | *(UINT16 *)&pbCode[2]; + } + return Opcode; +} + +inline void write_thumb_opcode(PBYTE &pbCode, ULONG Opcode) +{ + if (Opcode >= 0x10000) { + *((UINT16*&)pbCode)++ = Opcode >> 16; + } + *((UINT16*&)pbCode)++ = (UINT16)Opcode; +} + +PBYTE detour_gen_jmp_immediate(PBYTE pbCode, PBYTE *ppPool, PBYTE pbJmpVal) +{ + PBYTE pbLiteral; + if (ppPool != NULL) { + *ppPool = *ppPool - 4; + pbLiteral = *ppPool; + } + else { + pbLiteral = align4(pbCode + 6); + } + + *((PBYTE*&)pbLiteral) = DETOURS_PBYTE_TO_PFUNC(pbJmpVal); + LONG delta = pbLiteral - align4(pbCode + 4); + + write_thumb_opcode(pbCode, 0xf8dff000 | delta); // LDR PC,[PC+n] + + if (ppPool == NULL) { + if (((ULONG)pbCode & 2) != 0) { + write_thumb_opcode(pbCode, 0xdefe); // BREAK + } + pbCode += 4; + } + return pbCode; +} + +inline PBYTE detour_gen_brk(PBYTE pbCode, PBYTE pbLimit) +{ + while (pbCode < pbLimit) { + write_thumb_opcode(pbCode, 0xdefe); + } + return pbCode; +} + +inline PBYTE detour_skip_jmp(PBYTE pbCode, PVOID *ppGlobals) +{ + if (pbCode == NULL) { + return NULL; + } + if (ppGlobals != NULL) { + *ppGlobals = NULL; + } + + // Skip over the import jump if there is one. + pbCode = (PBYTE)DETOURS_PFUNC_TO_PBYTE(pbCode); + ULONG Opcode = fetch_thumb_opcode(pbCode); + + if ((Opcode & 0xfbf08f00) == 0xf2400c00) { // movw r12,#xxxx + ULONG Opcode2 = fetch_thumb_opcode(pbCode+4); + + if ((Opcode2 & 0xfbf08f00) == 0xf2c00c00) { // movt r12,#xxxx + ULONG Opcode3 = fetch_thumb_opcode(pbCode+8); + if (Opcode3 == 0xf8dcf000) { // ldr pc,[r12] + PBYTE pbTarget = (PBYTE)(((Opcode2 << 12) & 0xf7000000) | + ((Opcode2 << 1) & 0x08000000) | + ((Opcode2 << 16) & 0x00ff0000) | + ((Opcode >> 4) & 0x0000f700) | + ((Opcode >> 15) & 0x00000800) | + ((Opcode >> 0) & 0x000000ff)); + if (detour_is_imported(pbCode, pbTarget)) { + PBYTE pbNew = *(PBYTE *)pbTarget; + pbNew = DETOURS_PFUNC_TO_PBYTE(pbNew); + DETOUR_TRACE(("%p->%p: skipped over import table.\n", pbCode, pbNew)); + return pbNew; + } + } + } + } + return pbCode; +} + +inline void detour_find_jmp_bounds(PBYTE pbCode, + PDETOUR_TRAMPOLINE *ppLower, + PDETOUR_TRAMPOLINE *ppUpper) +{ + // We have to place trampolines within +/- 2GB of code. + ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); + ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); + + *ppLower = (PDETOUR_TRAMPOLINE)lo; + *ppUpper = (PDETOUR_TRAMPOLINE)hi; +} + + +inline BOOL detour_does_code_end_function(PBYTE pbCode) +{ + ULONG Opcode = fetch_thumb_opcode(pbCode); + if ((Opcode & 0xffffff87) == 0x4700 || // bx + (Opcode & 0xf800d000) == 0xf0009000) { // b + return TRUE; + } + if ((Opcode & 0xffff8000) == 0xe8bd8000) { // pop {...,pc} + __debugbreak(); + return TRUE; + } + if ((Opcode & 0xffffff00) == 0x0000bd00) { // pop {...,pc} + __debugbreak(); + return TRUE; + } + return FALSE; +} + +inline ULONG detour_is_code_filler(PBYTE pbCode) +{ + if (pbCode[0] == 0x00 && pbCode[1] == 0xbf) { // nop. + return 2; + } + if (pbCode[0] == 0x00 && pbCode[1] == 0x00) { // zero-filled padding. + return 2; + } + return 0; +} + +#endif // DETOURS_ARM + +#ifdef DETOURS_ARM64 + +struct _DETOUR_TRAMPOLINE +{ + // An ARM64 instruction is 4 bytes long. + // + // The overwrite is always composed of 3 instructions (12 bytes) which perform an indirect jump + // using _DETOUR_TRAMPOLINE::pbDetour as the address holding the target location. + // + // Copied instructions can expand. + // + // The scheme using MovImmediate can cause an instruction + // to grow as much as 6 times. + // That would be Bcc or Tbz with a large address space: + // 4 instructions to form immediate + // inverted tbz/bcc + // br + // + // An expansion of 4 is not uncommon -- bl/blr and small address space: + // 3 instructions to form immediate + // br or brl + // + // A theoretical maximum for rbCode is thefore 4*4*6 + 16 = 112 (another 16 for jmp to pbRemain). + // + // With literals, the maximum expansion is 5, including the literals: 4*4*5 + 16 = 96. + // + // The number is rounded up to 128. m_rbScratchDst should match this. + // + BYTE rbCode[128]; // target code + jmp to pbRemain + BYTE cbCode; // size of moved target code. + BYTE cbCodeBreak[3]; // padding to make debugging easier. + BYTE rbRestore[24]; // original target code. + BYTE cbRestore; // size of original target code. + BYTE cbRestoreBreak[3]; // padding to make debugging easier. + _DETOUR_ALIGN rAlign[8]; // instruction alignment array. + PBYTE pbRemain; // first instruction after moved code. [free list] + PBYTE pbDetour; // first instruction of detour function. +}; + +C_ASSERT(sizeof(_DETOUR_TRAMPOLINE) == 184); + +enum { + SIZE_OF_JMP = 12 +}; + +inline ULONG fetch_opcode(PBYTE pbCode) +{ + return *(ULONG *)pbCode; +} + +inline void write_opcode(PBYTE &pbCode, ULONG Opcode) +{ + *(ULONG *)pbCode = Opcode; + pbCode += 4; +} + +struct ARM64_INDIRECT_JMP { + struct { + ULONG Rd : 5; + ULONG immhi : 19; + ULONG iop : 5; + ULONG immlo : 2; + ULONG op : 1; + } ardp; + + struct { + ULONG Rt : 5; + ULONG Rn : 5; + ULONG imm : 12; + ULONG opc : 2; + ULONG iop1 : 2; + ULONG V : 1; + ULONG iop2 : 3; + ULONG size : 2; + } ldr; + + ULONG br; +}; + +#pragma warning(push) +#pragma warning(disable:4201) + +union ARM64_INDIRECT_IMM { + struct { + ULONG64 pad : 12; + ULONG64 adrp_immlo : 2; + ULONG64 adrp_immhi : 19; + }; + + LONG64 value; +}; + +#pragma warning(pop) + +PBYTE detour_gen_jmp_indirect(BYTE *pbCode, ULONG64 *pbJmpVal) +{ + // adrp x17, [jmpval] + // ldr x17, [x17, jmpval] + // br x17 + + struct ARM64_INDIRECT_JMP *pIndJmp; + union ARM64_INDIRECT_IMM jmpIndAddr; + + jmpIndAddr.value = (((LONG64)pbJmpVal) & 0xFFFFFFFFFFFFF000) - + (((LONG64)pbCode) & 0xFFFFFFFFFFFFF000); + + pIndJmp = (struct ARM64_INDIRECT_JMP *)pbCode; + pbCode = (BYTE *)(pIndJmp + 1); + + pIndJmp->ardp.Rd = 17; + pIndJmp->ardp.immhi = jmpIndAddr.adrp_immhi; + pIndJmp->ardp.iop = 0x10; + pIndJmp->ardp.immlo = jmpIndAddr.adrp_immlo; + pIndJmp->ardp.op = 1; + + pIndJmp->ldr.Rt = 17; + pIndJmp->ldr.Rn = 17; + pIndJmp->ldr.imm = (((ULONG64)pbJmpVal) & 0xFFF) / 8; + pIndJmp->ldr.opc = 1; + pIndJmp->ldr.iop1 = 1; + pIndJmp->ldr.V = 0; + pIndJmp->ldr.iop2 = 7; + pIndJmp->ldr.size = 3; + + pIndJmp->br = 0xD61F0220; + + return pbCode; +} + +PBYTE detour_gen_jmp_immediate(PBYTE pbCode, PBYTE *ppPool, PBYTE pbJmpVal) +{ + PBYTE pbLiteral; + if (ppPool != NULL) { + *ppPool = *ppPool - 8; + pbLiteral = *ppPool; + } + else { + pbLiteral = pbCode + 8; + } + + *((PBYTE*&)pbLiteral) = pbJmpVal; + LONG delta = (LONG)(pbLiteral - pbCode); + + write_opcode(pbCode, 0x58000011 | ((delta / 4) << 5)); // LDR X17,[PC+n] + write_opcode(pbCode, 0xd61f0000 | (17 << 5)); // BR X17 + + if (ppPool == NULL) { + pbCode += 8; + } + return pbCode; +} + +inline PBYTE detour_gen_brk(PBYTE pbCode, PBYTE pbLimit) +{ + while (pbCode < pbLimit) { + write_opcode(pbCode, 0xd4100000 | (0xf000 << 5)); + } + return pbCode; +} + +inline INT64 detour_sign_extend(UINT64 value, UINT bits) +{ + const UINT left = 64 - bits; + const INT64 m1 = -1; + const INT64 wide = (INT64)(value << left); + const INT64 sign = (wide < 0) ? (m1 << left) : 0; + return value | sign; +} + +inline PBYTE detour_skip_jmp(PBYTE pbCode, PVOID *ppGlobals) +{ + if (pbCode == NULL) { + return NULL; + } + if (ppGlobals != NULL) { + *ppGlobals = NULL; + } + + // Skip over the import jump if there is one. + pbCode = (PBYTE)pbCode; + ULONG Opcode = fetch_opcode(pbCode); + + if ((Opcode & 0x9f00001f) == 0x90000010) { // adrp x16, IAT + ULONG Opcode2 = fetch_opcode(pbCode + 4); + + if ((Opcode2 & 0xffe003ff) == 0xf9400210) { // ldr x16, [x16, IAT] + ULONG Opcode3 = fetch_opcode(pbCode + 8); + + if (Opcode3 == 0xd61f0200) { // br x16 + +/* https://static.docs.arm.com/ddi0487/bb/DDI0487B_b_armv8_arm.pdf + The ADRP instruction shifts a signed, 21-bit immediate left by 12 bits, adds it to the value of the program counter with + the bottom 12 bits cleared to zero, and then writes the result to a general-purpose register. This permits the + calculation of the address at a 4KB aligned memory region. In conjunction with an ADD (immediate) instruction, or + a Load/Store instruction with a 12-bit immediate offset, this allows for the calculation of, or access to, any address + within +/- 4GB of the current PC. + +PC-rel. addressing + This section describes the encoding of the PC-rel. addressing instruction class. The encodings in this section are + decoded from Data Processing -- Immediate on page C4-226. + Add/subtract (immediate) + This section describes the encoding of the Add/subtract (immediate) instruction class. The encodings in this section + are decoded from Data Processing -- Immediate on page C4-226. + Decode fields + Instruction page + op + 0 ADR + 1 ADRP + +C6.2.10 ADRP + Form PC-relative address to 4KB page adds an immediate value that is shifted left by 12 bits, to the PC value to + form a PC-relative address, with the bottom 12 bits masked out, and writes the result to the destination register. + ADRP ,