From 2ba8cae64e263e55bac074a0a36ad16f980cb067 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:21:03 +0200 Subject: [PATCH 001/152] Added DirectX hooks Warning: DX9 doesn't support resizing (TODO), DX12 has not beed tested and is not finished. No OpenGL support for now. --- overlay_experimental/Base_Hook.cpp | 40 +++ overlay_experimental/Base_Hook.h | 43 ++++ overlay_experimental/DX10_Hook.cpp | 208 ++++++++++++++++ overlay_experimental/DX10_Hook.h | 49 ++++ overlay_experimental/DX11_Hook.cpp | 224 +++++++++++++++++ overlay_experimental/DX11_Hook.h | 49 ++++ overlay_experimental/DX12_Hook.cpp | 186 ++++++++++++++ overlay_experimental/DX12_Hook.h | 49 ++++ overlay_experimental/DX9_Hook.cpp | 204 +++++++++++++++ overlay_experimental/DX9_Hook.h | 50 ++++ overlay_experimental/DirectX_VTables.h | 330 +++++++++++++++++++++++++ overlay_experimental/Hook_Manager.cpp | 178 +++++++++++++ overlay_experimental/Hook_Manager.h | 46 ++++ 13 files changed, 1656 insertions(+) create mode 100644 overlay_experimental/Base_Hook.cpp create mode 100644 overlay_experimental/Base_Hook.h create mode 100644 overlay_experimental/DX10_Hook.cpp create mode 100644 overlay_experimental/DX10_Hook.h create mode 100644 overlay_experimental/DX11_Hook.cpp create mode 100644 overlay_experimental/DX11_Hook.h create mode 100644 overlay_experimental/DX12_Hook.cpp create mode 100644 overlay_experimental/DX12_Hook.h create mode 100644 overlay_experimental/DX9_Hook.cpp create mode 100644 overlay_experimental/DX9_Hook.h create mode 100644 overlay_experimental/DirectX_VTables.h create mode 100644 overlay_experimental/Hook_Manager.cpp create mode 100644 overlay_experimental/Hook_Manager.h diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp new file mode 100644 index 0000000..24d39b5 --- /dev/null +++ b/overlay_experimental/Base_Hook.cpp @@ -0,0 +1,40 @@ +#include "Base_Hook.h" + +#include +#include "Hook_Manager.h" + +#include "../detours/detours.h" + +Base_Hook::~Base_Hook() +{ + UnhookAll(); +} + +void Base_Hook::BeginHook() +{ + DetourTransactionBegin(); + DetourUpdateThread(GetCurrentThread()); +} + +void Base_Hook::EndHook() +{ + DetourTransactionCommit(); +} + +void Base_Hook::UnhookAll() +{ + if (_hooked_funcs.size()) + { + BeginHook(); + std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { + DetourDetach(hook.first, hook.second); + }); + EndHook(); + _hooked_funcs.clear(); + } +} + +void Base_Hook::HookFuncs(std::pair hook) +{ + DetourAttach(hook.first, hook.second); +} \ No newline at end of file diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h new file mode 100644 index 0000000..7fb9281 --- /dev/null +++ b/overlay_experimental/Base_Hook.h @@ -0,0 +1,43 @@ +#ifndef __INCLUDED_BASE_HOOK_H__ +#define __INCLUDED_BASE_HOOK_H__ + +#define WIN32_LEAN_AND_MEAN +#define VC_EXTRALEAN +#include + +#include +#include + +class Base_Hook +{ +protected: + std::vector> _hooked_funcs; + + HMODULE _dll; + bool _hooked; + + Base_Hook(const Base_Hook&) = delete; + Base_Hook(Base_Hook&&) = delete; + Base_Hook& operator =(const Base_Hook&) = delete; + Base_Hook& operator =(Base_Hook&&) = delete; + +public: + Base_Hook() {} + virtual ~Base_Hook(); + + void BeginHook(); + void EndHook(); + void UnhookAll(); + + void HookFuncs(std::pair hook); + + template + void HookFuncs(std::pair funcs, Args... args) + { + _hooked_funcs.emplace_back(std::move(funcs)); + HookFuncs(funcs); + HookFuncs(args...); + } +}; + +#endif//__INCLUDED_BASE_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp new file mode 100644 index 0000000..47d9bf8 --- /dev/null +++ b/overlay_experimental/DX10_Hook.cpp @@ -0,0 +1,208 @@ +#include "../dll/base.h" +#include "DX10_Hook.h" +#include "Hook_Manager.h" + +#include "../detours/detours.h" + +#include +#include +#include + +// This is created by DX10_Hook::Create, and deleted by the Hook_Manager if not used +static DX10_Hook* hook; + +void DX10_Hook::hook_dx10(UINT SDKVersion) +{ + if (!_hooked) + { + PRINT_DEBUG("Hooked DirectX 10\n"); + _hooked = true; + Hook_Manager::Inst().FoundHook(this); + + IDXGISwapChain* pSwapChain; + ID3D10Device* pDevice; + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.BufferDesc.Width = 800; + SwapChainDesc.BufferDesc.Height = 600; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice); + + loadFunctions(pDevice, pSwapChain); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX10_Hook::Present , &DX10_Hook::MyPresent), + std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget , &DX10_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) + ); + EndHook(); + + pDevice->Release(); + pSwapChain->Release(); + } +} + +void DX10_Hook::resetRenderState() +{ + if (initialized) + { + mainRenderTargetView->Release(); + + ImGui_ImplDX10_Shutdown(); + + initialized = false; + } +} + +void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) +{ + DXGI_SWAP_CHAIN_DESC desc; + pSwapChain->GetDesc(&desc); + + if (!initialized) + { + if (FAILED(pSwapChain->GetDevice(__uuidof(ID3D10Device), (PVOID*)& pDevice))) + return; + + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + ID3D10Texture2D* pBackBuffer; + + pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)& pBackBuffer); + pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); + pBackBuffer->Release(); + + Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); + ImGui_ImplWin32_Init(desc.OutputWindow); + ImGui_ImplDX10_Init(pDevice); + initialized = true; + } + + ImGui_ImplDX10_NewFrame(); + ImGui_ImplWin32_NewFrame(); + + ImGui::NewFrame(); + + Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + + ImGui::EndFrame(); + + ImGui::Render(); + + pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); +} + +///////////////////////////////////////////////////////////////////////////////////// +// DirectX 10 Initialization functions +//HRESULT WINAPI DX10_Hook::MyD3D10CreateDevice(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, ID3D10Device** ppDevice) +//{ +// auto res = _D3D10CreateDevice(pAdapter, DriverType, Software, Flags, SDKVersion, ppDevice); +// +// if (SUCCEEDED(res)) +// hook->hook_dx10(SDKVersion); +// +// return res; +//} + +HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, + DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice) +{ + auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice); + + if (SUCCEEDED(res)) + hook->hook_dx10(SDKVersion); + + return res; +} +///////////////////////////////////////////////////////////////////////////////////// + +HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) +{ + hook->prepareForOverlay(_this); + return (_this->*hook->Present)(SyncInterval, Flags); +} + +HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeTarget)(pNewTargetParameters); +} + +HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); +} + +DX10_Hook::DX10_Hook(): + initialized(false), + pDevice(nullptr), + mainRenderTargetView(nullptr) +{ + _dll = GetModuleHandle(DLL_NAME); + _hooked = false; + // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. + // If its called, then DX10 will be used to render the overlay. + //_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice"); + D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); + + BeginHook(); + HookFuncs( + //std::make_pair(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice), + std::make_pair(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain) + ); + EndHook(); +} + +DX10_Hook::~DX10_Hook() +{ + PRINT_DEBUG("DX10 Hook removed\n"); + + if (_hooked) + { + ImGui_ImplDX10_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } + + hook = nullptr; +} + +void DX10_Hook::Create() +{ + if (hook == nullptr) + { + hook = new DX10_Hook; + // Register the hook to the Hook Manager + Hook_Manager::Inst().AddHook(hook); + } +} + +void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) +{ + void** vTable = *reinterpret_cast(pDevice); + +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D10DeviceVTable::X] + +#undef LOAD_FUNC + + vTable = *reinterpret_cast(pSwapChain); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] + LOAD_FUNC(Present); + LOAD_FUNC(ResizeBuffers); + LOAD_FUNC(ResizeTarget); +#undef LOAD_FUNC +} \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h new file mode 100644 index 0000000..35d6b68 --- /dev/null +++ b/overlay_experimental/DX10_Hook.h @@ -0,0 +1,49 @@ +#ifndef __INCLUDED_DX10_HOOK_H__ +#define __INCLUDED_DX10_HOOK_H__ + +#include +#include "DirectX_VTables.h" +#include "Base_Hook.h" + +class DX10_Hook : public Base_Hook +{ +public: + static constexpr const char DLL_NAME[] = "d3d10.dll"; + +private: + // Variables + bool initialized; + ID3D10Device* pDevice; + ID3D10RenderTargetView* mainRenderTargetView; + + // Functions + DX10_Hook(); + virtual ~DX10_Hook(); + + void hook_dx10(UINT SDKVersion); + void resetRenderState(); + void prepareForOverlay(IDXGISwapChain *pSwapChain); + + // Hook to render functions + static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); + static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); + + decltype(&IDXGISwapChain::Present) Present; + decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; + decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + + // Hook functions so we know we use DX10 + //static decltype(D3D10CreateDevice) MyD3D10CreateDevice; + static decltype(D3D10CreateDeviceAndSwapChain) MyD3D10CreateDeviceAndSwapChain; + + //decltype(D3D10CreateDevice)* _D3D10CreateDevice; + decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; + +public: + static void Create(); // Initialize DX10 Hook. + + void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); +}; + +#endif//__INCLUDED_DX10_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp new file mode 100644 index 0000000..7c044d5 --- /dev/null +++ b/overlay_experimental/DX11_Hook.cpp @@ -0,0 +1,224 @@ +#include "../dll/base.h" +#include "DX11_Hook.h" +#include "Hook_Manager.h" + +#include +#include +#include + +// This is created by DX11_Hook::Create, and deleted by the Hook_Manager if not used +static DX11_Hook* hook; + +HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext) +{ + HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D11Device), (PVOID*)ppDevice); + + if (SUCCEEDED(ret)) + (*ppDevice)->GetImmediateContext(ppContext); + + return ret; +} + +void DX11_Hook::hook_dx11(UINT SDKVersion) +{ + if (!_hooked) + { + PRINT_DEBUG("Hooked DirectX 11\n"); + _hooked = true; + Hook_Manager::Inst().FoundHook(this); + + IDXGISwapChain* pSwapChain; + ID3D11Device* pDevice; + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.BufferDesc.Width = 800; + SwapChainDesc.BufferDesc.Height = 600; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + + loadFunctions(pDevice, pSwapChain); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX11_Hook::Present , &DX11_Hook::MyPresent), + std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget , &DX11_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) + ); + EndHook(); + + pDevice->Release(); + pSwapChain->Release(); + } +} + +void DX11_Hook::resetRenderState() +{ + if (initialized) + { + mainRenderTargetView->Release(); + pContext->Release(); + + ImGui_ImplDX11_Shutdown(); + + initialized = false; + } +} + +void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) +{ + DXGI_SWAP_CHAIN_DESC desc; + pSwapChain->GetDesc(&desc); + + if (!initialized) + { + ID3D11Device* pDevice = nullptr; + if (FAILED(GetDeviceAndCtxFromSwapchain(pSwapChain, &pDevice, &pContext))) + return; + + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + ID3D11Texture2D* pBackBuffer; + + pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)& pBackBuffer); + pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); + pBackBuffer->Release(); + + Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); + ImGui_ImplWin32_Init(desc.OutputWindow); + ImGui_ImplDX11_Init(pDevice, pContext); + initialized = true; + } + + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + + ImGui::NewFrame(); + + Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + + ImGui::EndFrame(); + + ImGui::Render(); + + pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); +} + +///////////////////////////////////////////////////////////////////////////////////// +// DirectX 11 Initialization functions +//HRESULT WINAPI DX11_Hook::MyD3D11CreateDevice(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, +// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice, +// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) +//{ +// auto res = _D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); +// +// if (SUCCEEDED(res)) +// hook->hook_dx11(SDKVersion); +// +// return res; +//} + +HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, + __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, + __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice, + __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) +{ + auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext); + + if (SUCCEEDED(res)) + hook->hook_dx11(SDKVersion); + + return res; +} +///////////////////////////////////////////////////////////////////////////////////// + +HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) +{ + hook->prepareForOverlay(_this); + + return (_this->*hook->Present)(SyncInterval, Flags); +} + +HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeTarget)(pNewTargetParameters); +} + +HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); +} + +DX11_Hook::DX11_Hook(): + initialized(false), + pContext(nullptr), + mainRenderTargetView(nullptr) +{ + _dll = GetModuleHandle(DLL_NAME); + _hooked = false; + // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. + // If its called, then DX11 will be used to render the overlay. + //_D3D11CreateDevice = (decltype(_D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); + D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); + + BeginHook(); + HookFuncs( + //std::make_pair(&(PVOID&)_D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), + std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) + ); + EndHook(); + +} + +DX11_Hook::~DX11_Hook() +{ + PRINT_DEBUG("DX11 Hook removed\n"); + + if (_hooked) + { + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } + + hook = nullptr; +} + +void DX11_Hook::Create() +{ + if (hook == nullptr) + { + hook = new DX11_Hook; + // Register the hook to the Hook Manager + Hook_Manager::Inst().AddHook(hook); + } +} + +void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) +{ + void** vTable = *reinterpret_cast(pDevice); + +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D11DeviceVTable::X] + +#undef LOAD_FUNC + + vTable = *reinterpret_cast(pSwapChain); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] + LOAD_FUNC(Present); + LOAD_FUNC(ResizeBuffers); + LOAD_FUNC(ResizeTarget); +#undef LOAD_FUNC +} \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h new file mode 100644 index 0000000..5f44f7d --- /dev/null +++ b/overlay_experimental/DX11_Hook.h @@ -0,0 +1,49 @@ +#ifndef __INCLUDED_DX11_HOOK_H__ +#define __INCLUDED_DX11_HOOK_H__ + +#include +#include "DirectX_VTables.h" +#include "Base_Hook.h" + +class DX11_Hook : public Base_Hook +{ +public: + static constexpr const char DLL_NAME[] = "d3d11.dll"; + +private: + // Variables + bool initialized; + ID3D11DeviceContext* pContext; + ID3D11RenderTargetView* mainRenderTargetView; + + // Functions + DX11_Hook(); + virtual ~DX11_Hook(); + + void hook_dx11(UINT SDKVersion); + void resetRenderState(); + void prepareForOverlay(IDXGISwapChain* pSwapChain); + + // Hook to render functions + static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); + static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); + + decltype(&IDXGISwapChain::Present) Present; + decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; + decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + + // Hook functions so we know we use DX11 + //static decltype(D3D11CreateDevice) MyD3D11CreateDevice; + static decltype(D3D11CreateDeviceAndSwapChain) MyD3D11CreateDeviceAndSwapChain; + + //decltype(D3D11CreateDevice)* D3D11CreateDevice; + decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; + +public: + static void Create(); // Initialize DX11 Hook. + + void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); +}; + +#endif//__INCLUDED_DX11_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp new file mode 100644 index 0000000..7e74c5b --- /dev/null +++ b/overlay_experimental/DX12_Hook.cpp @@ -0,0 +1,186 @@ +#include "../dll/base.h" +#include "DX12_Hook.h" +#include "Hook_Manager.h" + +#include +#include +#include + +// This is created by DX12_Hook::Create, and deleted by the Hook_Manager if not used +static DX12_Hook* hook; + +void DX12_Hook::hook_dx12(D3D_FEATURE_LEVEL MinimumFeatureLevel) +{ + if (!_hooked) + { + PRINT_DEBUG("Hooked DirectX 12\n"); + } +} + +void DX12_Hook::resetRenderState() +{ + if (initialized) + { + pCmdAlloc->Release(); + pCmdList->Release(); + pDescriptorHeap->Release(); + + ImGui_ImplDX12_Shutdown(); + + initialized = false; + } +} + +void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) +{ + DXGI_SWAP_CHAIN_DESC desc; + pSwapChain->GetDesc(&desc); + + if (!initialized) + { + D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {}; + ID3D12Device* pDevice; + + HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D12Device), (PVOID*)&pDevice); + + d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + d3d12_desc.NumDescriptors = 1; + d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + d3d12_desc.NodeMask = 1; + if (pDevice->CreateDescriptorHeap(&d3d12_desc, IID_PPV_ARGS(&pDescriptorHeap)) != S_OK) + { + pDevice->Release(); + return; + } + + SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); + mainRenderTargetDescriptor = rtvHandle; + + pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)); + + pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)); + + Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); + ImGui_ImplWin32_Init(desc.OutputWindow); + ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, + pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), + pDescriptorHeap->GetGPUDescriptorHandleForHeapStart()); + initialized = true; + } + + ImGui_ImplDX12_NewFrame(); + ImGui_ImplWin32_NewFrame(); + + ImGui::NewFrame(); + + Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + + ImGui::EndFrame(); + + ImGui::Render(); + + pCmdAlloc->Reset(); + pCmdList->Reset(pCmdAlloc, NULL); + //pCmdList->ClearRenderTargetView(mainRenderTargetDescriptor, (float*)& clear_color, 0, NULL); + pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL); + pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); +} + +///////////////////////////////////////////////////////////////////////////////////// +// DirectX 12 Initialization functions +HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice( + _In_opt_ IUnknown* pAdapter, + D3D_FEATURE_LEVEL MinimumFeatureLevel, + _In_ REFIID riid, // Expected: ID3D12Device + _COM_Outptr_opt_ void** ppDevice) +{ + auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice); + + if (SUCCEEDED(res)) + hook->hook_dx12(MinimumFeatureLevel); + + return res; +} +///////////////////////////////////////////////////////////////////////////////////// + +HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) +{ + hook->prepareForOverlay(_this); + + return (_this->*hook->Present)(SyncInterval, Flags); +} + +HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeTarget)(pNewTargetParameters); +} + +HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); +} + +DX12_Hook::DX12_Hook(): + initialized(false), + pCmdAlloc(nullptr), + pCmdList(nullptr), + pDescriptorHeap(nullptr) +{ + _dll = GetModuleHandle(DLL_NAME); + _hooked = false; + // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. + // If its called, then DX11 will be used to render the overlay. + D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice"); + + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice) + ); + EndHook(); + +} + +DX12_Hook::~DX12_Hook() +{ + PRINT_DEBUG("DX11 Hook removed\n"); + + if (_hooked) + { + ImGui_ImplDX12_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } + + hook = nullptr; +} + +void DX12_Hook::Create() +{ + if (hook == nullptr) + { + hook = new DX12_Hook; + // Register the hook to the Hook Manager + Hook_Manager::Inst().AddHook(hook); + } +} + +void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) +{ + void** vTable = *reinterpret_cast(pDevice); + + /* +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X] + +#undef LOAD_FUNC + */ + vTable = *reinterpret_cast(pSwapChain); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] + LOAD_FUNC(Present); + LOAD_FUNC(ResizeBuffers); + LOAD_FUNC(ResizeTarget); +#undef LOAD_FUNC +} \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h new file mode 100644 index 0000000..5851bbd --- /dev/null +++ b/overlay_experimental/DX12_Hook.h @@ -0,0 +1,49 @@ +#ifndef __INCLUDED_DX12_HOOK_H__ +#define __INCLUDED_DX12_HOOK_H__ + +#include +#include "DirectX_VTables.h" +#include "Base_Hook.h" + +class DX12_Hook : public Base_Hook +{ +public: + static constexpr const char DLL_NAME[] = "d3d12.dll"; + +private: + // Variables + bool initialized; + ID3D12CommandAllocator* pCmdAlloc; + ID3D12GraphicsCommandList* pCmdList; + ID3D12DescriptorHeap* pDescriptorHeap; + D3D12_CPU_DESCRIPTOR_HANDLE mainRenderTargetDescriptor; + + // Functions + DX12_Hook(); + virtual ~DX12_Hook(); + + void hook_dx12(D3D_FEATURE_LEVEL MinimumFeatureLevel); + void resetRenderState(); + void prepareForOverlay(IDXGISwapChain* pSwapChain); + + // Hook to render functions + static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); + static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); + + decltype(&IDXGISwapChain::Present) Present; + decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; + decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + + // Hook functions so we know we use DX11 + static decltype(D3D12CreateDevice) MyD3D12CreateDevice; + + decltype(D3D12CreateDevice)* D3D12CreateDevice; + +public: + static void Create(); // Initialize DX11 Hook. + + void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); +}; + +#endif//__INCLUDED_DX12_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp new file mode 100644 index 0000000..210e301 --- /dev/null +++ b/overlay_experimental/DX9_Hook.cpp @@ -0,0 +1,204 @@ +#include "../dll/base.h" +#include "DX9_Hook.h" +#include "Hook_Manager.h" + +#include +#include +#include + +static DX9_Hook* hook; + +////////////////////////////////////////////////////////////////// +///////// ///////// +///////// This hook doesn't support game resize for now ///////// +///////// ///////// +////////////////////////////////////////////////////////////////// + +void DX9_Hook::hook_dx9(UINT SDKVersion) +{ + if (!_hooked) + { + PRINT_DEBUG("Hooked DirectX 9\n"); + _hooked = true; + Hook_Manager::Inst().FoundHook(this); + + IDirect3D9Ex* pD3D; + IDirect3DDevice9Ex* pDevice; + + Direct3DCreate9Ex(SDKVersion, &pD3D); + + D3DPRESENT_PARAMETERS params = {}; + params.BackBufferWidth = 1; + params.BackBufferHeight = 1; + params.hDeviceWindow = GetForegroundWindow(); + + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDevice); + + loadFunctions(pDevice); + + UnhookAll(); + BeginHook(); + HookFuncs( + //std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), + std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent), + std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) + //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) + ); + EndHook(); + + pDevice->Release(); + pD3D->Release(); + } +} + +void DX9_Hook::resetRenderState() +{ + if (initialized) + { + initialized = false; + + ImGui_ImplDX9_Shutdown(); + } +} + +void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) +{ + IDirect3DSwapChain9* pSwapChain; + pDevice->GetSwapChain(0, &pSwapChain); + D3DPRESENT_PARAMETERS PresentParameters; + pSwapChain->GetPresentParameters(&PresentParameters); + + pSwapChain->Release(); + + if (!initialized) + { + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + D3DDEVICE_CREATION_PARAMETERS param; + pDevice->GetCreationParameters(¶m); + + Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow); + ImGui_ImplWin32_Init(param.hFocusWindow); + ImGui_ImplDX9_Init(pDevice); + initialized = true; + } + + ImGui_ImplDX9_NewFrame(); + ImGui_ImplWin32_NewFrame(); + + ImGui::NewFrame(); + + Hook_Manager::Inst().CallOverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight); + + ImGui::EndFrame(); + + ImGui::Render(); + + ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); +} + +///////////////////////////////////////////////////////////////////////////////////// +// DirectX 9 Initialization functions +IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion) +{ + auto res = hook->Direct3DCreate9(SDKVersion); + + if( res != nullptr ) + hook->hook_dx9(SDKVersion); + + return res; +} + +HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice) +{ + auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice); + + if (SUCCEEDED(res)) + hook->hook_dx9(SDKVersion); + + return res; +} +///////////////////////////////////////////////////////////////////////////////////// + +HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) +{ + hook->resetRenderState(); + return (_this->*hook->Reset)(pPresentationParameters); +} + +HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this) +{ + //if( !hook->uses_present ) + hook->prepareForOverlay(_this); + return (_this->*hook->EndScene)(); +} + +HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) +{ + hook->prepareForOverlay(_this); + return (_this->*hook->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); +} + +HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) +{ + hook->prepareForOverlay(_this); + return (_this->*hook->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); +} + + +DX9_Hook::DX9_Hook(): + initialized(false), + uses_present(false) +{ + _dll = GetModuleHandle(DLL_NAME); + _hooked = false; + // Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called. + // If its called, then DX9 will be used to render the overlay. + Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); + Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); + + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9), + std::make_pair(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex) + ); + EndHook(); +} + +DX9_Hook::~DX9_Hook() +{ + PRINT_DEBUG("DX9 Hook removed\n"); + + if (_hooked) + { + ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } + + hook = nullptr; +} + +void DX9_Hook::Create() +{ + if( hook == nullptr ) + { + hook = new DX9_Hook; + // Register the hook to the Hook Manager + Hook_Manager::Inst().AddHook(hook); + } +} + +void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* obj) +{ + void** vTable = *reinterpret_cast(obj); + +#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X] + LOAD_FUNC(Reset); + LOAD_FUNC(EndScene); + LOAD_FUNC(Present); + LOAD_FUNC(PresentEx); +#undef LOAD_FUNC +} \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h new file mode 100644 index 0000000..18b8ffb --- /dev/null +++ b/overlay_experimental/DX9_Hook.h @@ -0,0 +1,50 @@ +#ifndef __INCLUDED_DX9_HOOK_H__ +#define __INCLUDED_DX9_HOOK_H__ + +#include +#include "DirectX_VTables.h" +#include "Base_Hook.h" + +class DX9_Hook : public Base_Hook +{ +public: + static constexpr const char DLL_NAME[] = "d3d9.dll"; + +private: + // Variables + bool initialized; + bool uses_present; + + // Functions + DX9_Hook(); + virtual ~DX9_Hook(); + + void hook_dx9(UINT SDKVersion); + void resetRenderState(); + void prepareForOverlay(IDirect3DDevice9* pDevice); + + // Hook to render functions + decltype(&IDirect3DDevice9::Reset) Reset; + decltype(&IDirect3DDevice9::EndScene) EndScene; + decltype(&IDirect3DDevice9::Present) Present; + decltype(&IDirect3DDevice9Ex::PresentEx) PresentEx; + + static HRESULT STDMETHODCALLTYPE MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters); + static HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9 *_this); + static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); + static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); + + // Hook functions so we know we use DX9 + static decltype(Direct3DCreate9) MyDirect3DCreate9; + static decltype(Direct3DCreate9Ex) MyDirect3DCreate9Ex; + + decltype(Direct3DCreate9)* Direct3DCreate9; + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; + +public: + static void Create(); // Initialize DX9 Hook. + + void loadFunctions(IDirect3DDevice9Ex *obj); +}; + +#endif//__INCLUDED_DX9_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DirectX_VTables.h b/overlay_experimental/DirectX_VTables.h new file mode 100644 index 0000000..43cddfb --- /dev/null +++ b/overlay_experimental/DirectX_VTables.h @@ -0,0 +1,330 @@ +#pragma once + +#include + +enum class IDXGISwapChainVTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // IDXGIObject + SetPrivateData, + SetPrivateDataInterface, + GetPrivateData, + GetParent, + + // IDXGIDeviceSubObject + GetDevice, + + // IDXGISwapChain + Present, + GetBuffer, + SetFullscreenState, + GetFullscreenState, + GetDesc, + ResizeBuffers, + ResizeTarget, + GetContainingOutput, + GetFrameStatistics, + GetLastPresentCount, +}; + +enum class ID3D11DeviceVTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // ID3D11Device + CreateBuffer, + CreateTexture1D, + CreateTexture2D, + CreateTexture3D, + CreateShaderResourceView, + CreateUnorderedAccessView, + CreateRenderTargetView, + CreateDepthStencilView, + CreateInputLayout, + CreateVertexShader, + CreateGeometryShader, + CreateGeometryShaderWithStreamOutput, + CreatePixelShader, + CreateHullShader, + CreateDomainShader, + CreateComputeShader, + CreateClassLinkage, + CreateBlendState, + CreateDepthStencilState, + CreateRasterizerState, + CreateSamplerState, + CreateQuery, + CreatePredicate, + CreateCounter, + CreateDeferredContext, + OpenSharedResource, + CheckFormatSupport, + CheckMultisampleQualityLevels, + CheckCounterInfo, + CheckCounter, + CheckFeatureSupport, + GetPrivateData, + SetPrivateData, + SetPrivateDataInterface, + GetFeatureLevel, + GetCreationFlags, + GetDeviceRemovedReason, + GetImmediateContext, + SetExceptionMode, + GetExceptionMode, +}; + +enum class ID3D10DeviceVTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // ID3D10Device + VSSetConstantBuffers, + PSSetShaderResources, + PSSetShader, + PSSetSamplers, + VSSetShader, + DrawIndexed, + Draw, + PSSetConstantBuffers, + IASetInputLayout, + IASetVertexBuffers, + IASetIndexBuffer, + DrawIndexedInstanced, + DrawInstanced, + GSSetConstantBuffers, + GSSetShader, + IASetPrimitiveTopology, + VSSetShaderResources, + VSSetSamplers, + SetPredication, + GSSetShaderResources, + GSSetSamplers, + OMSetRenderTargets, + OMSetBlendState, + OMSetDepthStencilState, + SOSetTargets, + DrawAuto, + RSSetState, + RSSetViewports, + RSSetScissorRects, + CopySubresourceRegion, + CopyResource, + UpdateSubresource, + ClearRenderTargetView, + ClearDepthStencilView, + GenerateMips, + ResolveSubresource, + VSGetConstantBuffers, + PSGetShaderResources, + PSGetShader, + PSGetSamplers, + VSGetShader, + PSGetConstantBuffers, + IAGetInputLayout, + IAGetVertexBuffers, + IAGetIndexBuffer, + GSGetConstantBuffers, + GSGetShader, + IAGetPrimitiveTopology, + VSGetShaderResources, + VSGetSamplers, + GetPredication, + GSGetShaderResources, + GSGetSamplers, + OMGetRenderTargets, + OMGetBlendState, + OMGetDepthStencilState, + SOGetTargets, + RSGetState, + RSGetViewports, + RSGetScissorRects, + GetDeviceRemovedReason, + SetExceptionMode, + GetExceptionMode, + GetPrivateData, + SetPrivateData, + SetPrivateDataInterface, + ClearState, + Flush, + CreateBuffer, + CreateTexture1D, + CreateTexture2D, + CreateTexture3D, + CreateShaderResourceView, + CreateRenderTargetView, + CreateDepthStencilView, + CreateInputLayout, + CreateVertexShader, + CreateGeometryShader, + CreateGeometryShaderWithStreamOutput, + CreatePixelShader, + CreateBlendState, + CreateDepthStencilState, + CreateRasterizerState, + CreateSamplerState, + CreateQuery, + CreatePredicate, + CreateCounter, + CheckFormatSupport, + CheckMultisampleQualityLevels, + CheckCounterInfo, + CheckCounter, + GetCreationFlags, + OpenSharedResource, + SetTextFilterSize, + GetTextFilterSize, +}; + +enum class IDirect3DDevice9VTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // IDirect3DDevice9 + TestCooperativeLevel, + GetAvailableTextureMem, + EvictManagedResources, + GetDirect3D, + GetDeviceCaps, + GetDisplayMode, + GetCreationParameters, + SetCursorProperties, + SetCursorPosition, + ShowCursor, + CreateAdditionalSwapChain, + GetSwapChain, + GetNumberOfSwapChains, + Reset, + Present, + GetBackBuffer, + GetRasterStatus, + SetDialogBoxMode, + SetGammaRamp, + GetGammaRamp, + CreateTexture, + CreateVolumeTexture, + CreateCubeTexture, + CreateVertexBuffer, + CreateIndexBuffer, + CreateRenderTarget, + CreateDepthStencilSurface, + UpdateSurface, + UpdateTexture, + GetRenderTargetData, + GetFrontBufferData, + StretchRect, + ColorFill, + CreateOffscreenPlainSurface, + SetRenderTarget, + GetRenderTarget, + SetDepthStencilSurface, + GetDepthStencilSurface, + BeginScene, + EndScene, + Clear, + SetTransform, + GetTransform, + MultiplyTransform, + SetViewport, + GetViewport, + SetMaterial, + GetMaterial, + SetLight, + GetLight, + LightEnable, + GetLightEnable, + SetClipPlane, + GetClipPlane, + SetRenderState, + GetRenderState, + CreateStateBlock, + BeginStateBlock, + EndStateBlock, + SetClipStatus, + GetClipStatus, + GetTexture, + SetTexture, + GetTextureStageState, + SetTextureStageState, + GetSamplerState, + SetSamplerState, + ValidateDevice, + SetPaletteEntries, + GetPaletteEntries, + SetCurrentTexturePalette, + GetCurrentTexturePalette, + SetScissorRect, + GetScissorRect, + SetSoftwareVertexProcessing, + GetSoftwareVertexProcessing, + SetNPatchMode, + GetNPatchMode, + DrawPrimitive, + DrawIndexedPrimitive, + DrawPrimitiveUP, + DrawIndexedPrimitiveUP, + ProcessVertices, + CreateVertexDeclaration, + SetVertexDeclaration, + GetVertexDeclaration, + SetFVF, + GetFVF, + CreateVertexShader, + SetVertexShader, + GetVertexShader, + SetVertexShaderConstantF, + GetVertexShaderConstantF, + SetVertexShaderConstantI, + GetVertexShaderConstantI, + SetVertexShaderConstantB, + GetVertexShaderConstantB, + SetStreamSource, + GetStreamSource, + SetStreamSourceFreq, + GetStreamSourceFreq, + SetIndices, + GetIndices, + CreatePixelShader, + SetPixelShader, + GetPixelShader, + SetPixelShaderConstantF, + GetPixelShaderConstantF, + SetPixelShaderConstantI, + GetPixelShaderConstantI, + SetPixelShaderConstantB, + GetPixelShaderConstantB, + DrawRectPatch, + DrawTriPatch, + DeletePatch, + CreateQuery, + + // IDirect3DDevice9Ex + SetConvolutionMonoKernel, + ComposeRects, + PresentEx, + GetGPUThreadPriority, + SetGPUThreadPriority, + WaitForVBlank, + CheckResourceResidency, + SetMaximumFrameLatency, + GetMaximumFrameLatency, + CheckDeviceState, + CreateRenderTargetEx, + CreateOffscreenPlainSurfaceEx, + CreateDepthStencilSurfaceEx, + ResetEx, + GetDisplayModeEx, +}; diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp new file mode 100644 index 0000000..d3d2d9c --- /dev/null +++ b/overlay_experimental/Hook_Manager.cpp @@ -0,0 +1,178 @@ +#include "../dll/dll.h" +#include "Hook_Manager.h" + +#include "../detours/detours.h" + +#include "DX12_Hook.h" +#include "DX11_Hook.h" +#include "DX10_Hook.h" +#include "DX9_Hook.h" + +#include + +decltype(LoadLibraryA )* _LoadLibraryA = LoadLibraryA; +decltype(LoadLibraryW )* _LoadLibraryW = LoadLibraryW; +decltype(LoadLibraryExA )* _LoadLibraryExA = LoadLibraryExA; +decltype(LoadLibraryExW )* _LoadLibraryExW = LoadLibraryExW; + +void create_hookA(const char* libname) +{ + if (!strcmp(libname, "d3d9.dll")) + DX9_Hook::Create(); + else if (!strcmp(libname, "d3d10.dll")) + DX10_Hook::Create(); + else if (!strcmp(libname, "d3d11.dll")) + DX11_Hook::Create(); + else if (!strcmp(libname, "d3d12.dll")) + DX12_Hook::Create(); +} + +void create_hookW(const wchar_t *libname) +{ + if (!wcscmp(libname, L"d3d9.dll")) + DX9_Hook::Create(); + else if (!wcscmp(libname, L"d3d10.dll")) + DX10_Hook::Create(); + else if (!wcscmp(libname, L"d3d11.dll")) + DX11_Hook::Create(); + else if (!wcscmp(libname, L"d3d12.dll")) + DX12_Hook::Create(); +} + +HMODULE WINAPI mLoadLibraryA(LPCTSTR lpLibFileName) +{ + auto res = _LoadLibraryA(lpLibFileName); + create_hookA(lpLibFileName); + return res; +} + +HMODULE WINAPI mLoadLibraryW(LPCWSTR lpLibFileName) +{ + auto res = _LoadLibraryW(lpLibFileName); + create_hookW(lpLibFileName); + return res; +} + +HMODULE WINAPI mLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +{ + auto res = _LoadLibraryA(lpLibFileName); + create_hookA(lpLibFileName); + return res; +} + +HMODULE WINAPI mLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +{ + auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags); + create_hookW(lpLibFileName); + return res; +} + +Hook_Manager::Hook_Manager(): + _isSet(false), + _LoadLibraryHooked(false) +{} + +Hook_Manager::~Hook_Manager() +{ + for (auto& i : _hooks) + delete i; +} + +Hook_Manager& Hook_Manager::Inst() +{ + static Hook_Manager hook; + return hook; +} + +void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) +{ + overlay = ovlay; + HookLoadLibrary(); + std::vector const libraries = { "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; + std::vector::const_iterator it = libraries.begin(); + while (it != libraries.end()) + { + it = std::find_if(it, libraries.end(), [](std::string const& name) { + auto x = GetModuleHandle(name.c_str()); + if (x != 0 && x != INVALID_HANDLE_VALUE) + return true; + return false; + }); + + if (it == libraries.end()) + break; + + if (*it == "d3d9.dll") + DX9_Hook::Create(); + else if (*it == "d3d10.dll") + DX10_Hook::Create(); + else if (*it == "d3d11.dll") + DX11_Hook::Create(); + else if (*it == "d3d12.dll") + DX12_Hook::Create(); + + ++it; + } +} + +void Hook_Manager::UnHookLoadLibrary() +{ + _LoadLibraryHooked = false; + DetourTransactionBegin(); + DetourUpdateThread(GetCurrentThread()); + + DetourDetach((PVOID*)& _LoadLibraryA, mLoadLibraryA); + DetourDetach((PVOID*)& _LoadLibraryW, mLoadLibraryW); + DetourDetach((PVOID*)& _LoadLibraryExA, mLoadLibraryExA); + DetourDetach((PVOID*)& _LoadLibraryExW, mLoadLibraryExW); + + DetourTransactionCommit(); +} + +void Hook_Manager::HookLoadLibrary() +{ + if (!_isSet && !_LoadLibraryHooked) + { + _LoadLibraryHooked = true; + + DetourTransactionBegin(); + DetourUpdateThread(GetCurrentThread()); + + DetourAttach((PVOID*)& _LoadLibraryA, mLoadLibraryA); + DetourAttach((PVOID*)& _LoadLibraryW, mLoadLibraryW); + DetourAttach((PVOID*)& _LoadLibraryExA, mLoadLibraryExA); + DetourAttach((PVOID*)& _LoadLibraryExW, mLoadLibraryExW); + + DetourTransactionCommit(); + } +} + +void Hook_Manager::FoundHook(Base_Hook* hook) +{ + if (!_isSet) + { + _isSet = true; + + UnHookLoadLibrary(); + + // Remove all hooks that are unused + _hooks.erase(std::remove_if(_hooks.begin(), _hooks.end(), [&hook](Base_Hook* it_hook) { + if (hook != it_hook) + { + delete it_hook; + return true; + } + return false; + }), _hooks.end()); + } +} + +void Hook_Manager::ChangeGameWindow(HWND hWnd) const +{ + overlay->HookReady(hWnd); +} + +void Hook_Manager::CallOverlayProc(int width, int height) const +{ + overlay->OverlayProc(width, height); +} \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h new file mode 100644 index 0000000..5451d78 --- /dev/null +++ b/overlay_experimental/Hook_Manager.h @@ -0,0 +1,46 @@ +#ifndef __INCLUDED_HOOK_BASE_H__ +#define __INCLUDED_HOOK_BASE_H__ + +#include +#include +#include "Base_Hook.h" + +class Hook_Manager +{ + friend class Base_Hook; +public: + using overlayProc_t = void(*)(int,int); + using hookReady_t = void(*)(void*); + +protected: + std::vector _hooks; + + WNDPROC _gameWndProc; // The game main windows proc + HWND _gameHWnd; // The game main window + bool _showOverlay; // Should we render the overlay + bool _isSet; // Is the renderer hooked ? + bool _LoadLibraryHooked; // Are the LoadLibrary functions hooked ? + class Steam_Overlay* overlay; + + Hook_Manager(); + virtual ~Hook_Manager(); + + void HookLoadLibrary(); + void UnHookLoadLibrary(); + +public: + static Hook_Manager& Inst(); + + void HookRenderer(Steam_Overlay *overlay); + + // Set the found hook and free all other hooks + void FoundHook(Base_Hook *hook); + + inline void AddHook(Base_Hook* hook) { _hooks.push_back(hook); } + void ChangeGameWindow(HWND hWnd) const; + void CallOverlayProc(int width, int height) const; + Steam_Overlay* GetOverlay() const { return overlay; } +}; + + +#endif//__INCLUDED_HOOK_BASE_H__ \ No newline at end of file From 176c9eb7dd833732629b84c4981e9fffb3050e53 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:25:46 +0200 Subject: [PATCH 002/152] Added ImGui base code I'll implement overlay with ImGui --- ImGui/imconfig.h | 93 + ImGui/imgui.cpp | 9899 ++++++++++++++++++++++++++++++ ImGui/imgui.h | 2219 +++++++ ImGui/imgui_draw.cpp | 3358 ++++++++++ ImGui/imgui_internal.h | 1714 ++++++ ImGui/imgui_widgets.cpp | 7505 ++++++++++++++++++++++ ImGui/impls/imgui_impl_dx10.cpp | 524 ++ ImGui/impls/imgui_impl_dx10.h | 23 + ImGui/impls/imgui_impl_dx11.cpp | 534 ++ ImGui/impls/imgui_impl_dx11.h | 24 + ImGui/impls/imgui_impl_dx12.cpp | 650 ++ ImGui/impls/imgui_impl_dx12.h | 34 + ImGui/impls/imgui_impl_dx9.cpp | 284 + ImGui/impls/imgui_impl_dx9.h | 23 + ImGui/impls/imgui_impl_win32.cpp | 322 + ImGui/impls/imgui_impl_win32.h | 21 + 16 files changed, 27227 insertions(+) create mode 100644 ImGui/imconfig.h create mode 100644 ImGui/imgui.cpp create mode 100644 ImGui/imgui.h create mode 100644 ImGui/imgui_draw.cpp create mode 100644 ImGui/imgui_internal.h create mode 100644 ImGui/imgui_widgets.cpp create mode 100644 ImGui/impls/imgui_impl_dx10.cpp create mode 100644 ImGui/impls/imgui_impl_dx10.h create mode 100644 ImGui/impls/imgui_impl_dx11.cpp create mode 100644 ImGui/impls/imgui_impl_dx11.h create mode 100644 ImGui/impls/imgui_impl_dx12.cpp create mode 100644 ImGui/impls/imgui_impl_dx12.h create mode 100644 ImGui/impls/imgui_impl_dx9.cpp create mode 100644 ImGui/impls/imgui_impl_dx9.h create mode 100644 ImGui/impls/imgui_impl_win32.cpp create mode 100644 ImGui/impls/imgui_impl_win32.h diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h new file mode 100644 index 0000000..2b77129 --- /dev/null +++ b/ImGui/imconfig.h @@ -0,0 +1,93 @@ +//----------------------------------------------------------------------------- +// COMPILE-TIME OPTIONS FOR DEAR IMGUI +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) +// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" +// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include +// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#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. +//#define IMGUI_API __declspec( dllexport ) +//#define IMGUI_API __declspec( dllimport ) + +//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) +// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. +//#define IMGUI_DISABLE_DEMO_WINDOWS +//#define IMGUI_DISABLE_METRICS_WINDOW + +//---- 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_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard). +//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. +//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. +//#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 +//#define IMGUI_INCLUDE_IMGUI_USER_H + +//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- 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. +//#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 + +//---- 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. +/* +#define IM_VEC2_CLASS_EXTRA \ + ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ + +//---- Using 32-bits vertex indices (default is 16-bits) 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-bits indices). +// Another way to allow large meshes while keeping 16-bits 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) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools +// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() +// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one. +// This adds a small runtime cost which is why it is not enabled by default. +//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + +//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. +/* +namespace ImGui +{ + void MyFunction(const char* name, const MyMatrix44& v); +} +*/ diff --git a/ImGui/imgui.cpp b/ImGui/imgui.cpp new file mode 100644 index 0000000..3b9996a --- /dev/null +++ b/ImGui/imgui.cpp @@ -0,0 +1,9899 @@ +// dear imgui, v1.72 WIP +// (main code and documentation) + +// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. +// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// Get latest version at https://github.com/ocornut/imgui +// Releases change-log at https://github.com/ocornut/imgui/releases +// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started +// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2529 + +// 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 I need your support to sustain development and maintenance. +// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README. +// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- END-USER GUIDE +- PROGRAMMER GUIDE (read me!) + - Read first. + - How to update to a newer version of Dear ImGui. + - Getting started with integrating Dear ImGui in your code/engine. + - This is how a simple application may look like (2 variations). + - This is how a simple rendering function may look like. + - Using gamepad/keyboard navigation controls. +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS + - Where is the documentation? + - Which version should I get? + - Who uses Dear ImGui? + - Why the odd dual naming, "Dear ImGui" vs "ImGui"? + - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + - How can I display an image? What is ImTextureID, how does it works? + - Why are multiple widgets reacting when I interact with a single one? How can I have + multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack... + - How can I use my own math types instead of ImVec2/ImVec4? + - How can I load a different font than the default? + - How can I easily use icons in my application? + - How can I load multiple fonts? + - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? + - How can I interact with standard C++ types (such as std::string and std::vector)? + - How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API) + - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) + - I integrated Dear ImGui in my engine and the text or lines are blurry.. + - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + - How can I help? + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiListClipper +// [SECTION] RENDER HELPERS +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUG WINDOW + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize screen real-estate usage. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,. + opening a tree node for the first time, etc. but a typical frame should not allocate anything). + + Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: + - Doesn't look fancy, doesn't animate. + - Limited layout features, intricate layouts are typically crafted in code. + + + END-USER GUIDE + ============== + + - Double-click on title bar to collapse window. + - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). + - Click and drag on any empty space to move window. + - TAB/SHIFT+TAB to cycle through keyboard editable fields. + - CTRL+Click on a slider or drag box to input value as text. + - Use mouse wheel to scroll. + - Text editor: + - Hold SHIFT or use mouse to select text. + - CTRL+Left/Right to word jump. + - CTRL+Shift+Left/Right to select words. + - CTRL+A our Double-Click to select all. + - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ + - CTRL+Z,CTRL+Y to undo/redo. + - ESCAPE to revert text to its original value. + - 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 + + + PROGRAMMER GUIDE + ================ + + READ FIRST: + + - Read the FAQ below this section! + - 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. + - 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 docs/README.md. + - 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, + 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. + - 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. + - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your 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. + - 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. + + 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. + - Add the Dear ImGui 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). + - 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 informatioe 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. + - 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). + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // 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 and imgui_impl_dx11) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + HOW A SIMPLE APPLICATION MAY LOOK LIKE: + EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + 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: + // 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 below for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->TexID = (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) + 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 + io.MousePos = my_mouse_pos; // set the mouse position + io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states + 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) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE: + + void void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // The texture for the draw call is specified by pcmd->TextureId. + // 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); + + // We are using scissoring to clip some objects. All low-level graphics API should supports 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. + // - 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)); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + } + + - The examples/ folders contains many actual implementation of the pseudo-codes above. + - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. + They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the + rest of your application. In every cases you need to pass on the inputs to Dear ImGui. Refer to the FAQ for more information. + - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! + + USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS + + - The gamepad/keyboard navigation is fairly functional and keeps being improved. + - Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse! + - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 + - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. + - Gamepad: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). + 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. + 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. + - 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. + - Keyboard: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag + will be set. For more advanced uses, you may want to read from: + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). + - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. + Please reach out if you think the game vs navigation input sharing could be improved. + - Mouse: + - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. + - 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!) + (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.) + + + API BREAKING CHANGES + ==================== + + 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. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 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 a dummy 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). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 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. + - 2018/06/06 (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. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 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). + - 2018/03/12 (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. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 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)". + - 2017/08/22 (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). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))' + - 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(). + - 2016/10/15 (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. + - 2016/05/12 (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. + If your TitleBg/TitleBgActive alpha was <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. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 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) - 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. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + 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. + - 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). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 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! + - 2015/05/31 (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. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; } + became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; } + 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. + (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. + (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + (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) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ), TIPS + ====================================== + + 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++. + - 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. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ + folder to explain how to integrate Dear ImGui with your own engine/application. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated to it. + + Q: Which version should I get? + A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe + and recommended to sync to master/latest. The library is fairly stable and regressions tend to be + fixed fast when reported. You may also peak at the 'docking' branch which includes: + - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) + - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) + Many projects are using this branch and it is kept in sync with master regularly. + + Q: Who uses Dear ImGui? + A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and + "Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages + for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! + + Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? + A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when + when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI + (immediate-mode graphical user interface) was coined before and is being used in variety of other + situations (e.g. Unity uses it own implementation of the IMGUI paradigm). + To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, + longer name "Dear ImGui" that people can use to refer to this specific library. + Please try to refer to this library as "Dear ImGui". + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? + A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) + - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. + - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. + - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). + Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false. + This is because imgui needs to detect that you clicked in the void to unfocus its own windows. + Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). + It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. + Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also + perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags(). + Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically + have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs + were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + + Q: How can I display an image? What is ImTextureID, how does it works? + A: Short explanation: + - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. + - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. + - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). + Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. + + Long explanation: + - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. + At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code + to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). + - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. + We carry the information to identify a "texture" in the ImTextureID type. + ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. + Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. + - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying + an image from the end-user perspective. This is what the _examples_ rendering functions are using: + + OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) + DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) + DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) + DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) + + For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. + Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure + tying together both the texture and information about its format and how to read it. + - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about + the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase + is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. + If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID + representation suggested by the example bindings is probably the best choice. + (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) + + User code may do: + + // Cast our texture type to ImTextureID / void* + MyTexture* texture = g_CoffeeTableTexture; + ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); + + The renderer function called after ImGui::Render() will receive that same value that the user code passed: + + // Cast ImTextureID / void* stored in the draw command as our texture type + MyTexture* texture = (MyTexture*)pcmd->TextureId; + MyEngineBindTexture2D(texture); + + Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. + This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. + If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. + + Here's a simplified OpenGL example using stb_image.h: + + // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data: + #define STB_IMAGE_IMPLEMENTATION + #include + [...] + int my_image_width, my_image_height; + unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4); + + // Turn the RGBA pixel data into an OpenGL texture: + GLuint my_opengl_texture; + glGenTextures(1, &my_opengl_texture); + glBindTexture(GL_TEXTURE_2D, my_opengl_texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); + + // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: + ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); + + C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. + Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. + Examples: + + GLuint my_tex = XXX; + void* my_void_ptr; + my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) + my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint + + ID3D11ShaderResourceView* my_dx11_srv = XXX; + void* my_void_ptr; + my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* + my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* + + Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. + + Q: Why are multiple widgets reacting when I interact with a single one? + Q: How can I have multiple widgets with the same label or with an empty label? + A: A primer on labels and the ID Stack... + + Dear ImGui internally need to uniquely identify UI elements. + Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. + Interactive widgets (such as calls to Button buttons) need a unique ID. + Unique ID are used internally to track active widgets and occasionally associate state to widgets. + Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. + + - Unique ID are often derived from a string label: + + Button("OK"); // Label = "OK", ID = hash of (..., "OK") + Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel") + + - ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having + two buttons labeled "OK" in different windows or different tree locations is fine. + We used "..." above to signify whatever was already pushed to the ID stack previously: + + Begin("MyWindow"); + Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") + End(); + Begin("MyOtherWindow"); + Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") + End(); + + - If you have a same ID twice in the same location, you'll have a conflict: + + Button("OK"); + Button("OK"); // ID collision! Interacting with either button will trigger the first one. + + Fear not! this is easy to solve and there are many ways to solve it! + + - Solving ID conflict in a simple/local context: + When passing a label you can optionally specify extra ID information within string itself. + Use "##" to pass a complement to the ID that won't be visible to the end-user. + This helps solving the simple collision cases when you know e.g. at compilation time which items + are going to be created: + + Begin("MyWindow"); + Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play") + Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above + Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above + End(); + + - If you want to completely hide the label, but still need an ID: + + Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! + + - Occasionally/rarely you might want change a label while preserving a constant ID. This allows + you to animate labels. For example you may want to include varying information in a window title bar, + but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: + + Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") + Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different + + sprintf(buf, "My game (%f FPS)###MyGame", fps); + Begin(buf); // Variable title, ID = hash of "MyGame" + + - Solving ID conflict in a more general manner: + Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts + within the same window. This is the most convenient way of distinguishing ID when iterating and + creating many UI elements programmatically. + You can push a pointer, a string or an integer value into the ID stack. + Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack. + At each level of the stack we store the seed used for items at this level of the ID stack. + + Begin("Window"); + for (int i = 0; i < 100; i++) + { + PushID(i); // Push i to the id tack + Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click") + PopID(); + } + for (int i = 0; i < 100; i++) + { + MyObject* obj = Objects[i]; + PushID(obj); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click") + PopID(); + } + for (int i = 0; i < 100; i++) + { + MyObject* obj = Objects[i]; + PushID(obj->Name); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click") + PopID(); + } + End(); + + - You can stack multiple prefixes into the ID stack: + + Button("Click"); // Label = "Click", ID = hash of (..., "Click") + PushID("node"); + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + PushID(my_ptr); + Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") + PopID(); + PopID(); + + - Tree nodes implicitly creates a scope for you by calling PushID(). + + Button("Click"); // Label = "Click", ID = hash of (..., "Click") + if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) + { + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + TreePop(); + } + + - When working with trees, ID are used to preserve the open/close state of each tree node. + Depending on your use cases you may want to use strings, indices or pointers as ID. + e.g. when following a single pointer that may change over time, using a static string as ID + will preserve your node open/closed state when the targeted object change. + e.g. when displaying a list of objects, using indices or pointers as ID will preserve the + node open/closed state differently. See what makes more sense in your situation! + + Q: How can I use my own math types instead of ImVec2/ImVec4? + A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. + This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2. + + Q: How can I load a different font than the default? + A: Use the font atlas to load the TTF/OTF file you want: + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); + io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() + Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. + (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) + (Read the 'misc/fonts/README.txt' file for more details about font loading.) + + New programmers: remember that in C/C++ and most programming languages if you want to use a + backslash \ within a string literal, you need to write it double backslash "\\": + io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!) + io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT + io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT + + Q: How can I easily use icons in my application? + A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you + main font. Then you can refer to icons within your strings. + You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. + (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) + With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, + and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API. + + Q: How can I load multiple fonts? + A: Use the font atlas to pack them into a single texture: + (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.) + + ImGuiIO& io = ImGui::GetIO(); + ImFont* font0 = io.Fonts->AddFontDefault(); + ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); + ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); + io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() + // the first loaded font gets used by default + // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime + + // Options + ImFontConfig config; + config.OversampleH = 2; + config.OversampleV = 1; + config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up + config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); + + // Combine multiple fonts into one (e.g. for icon fonts) + static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; + ImFontConfig config; + config.MergeMode = true; + io.Fonts->AddFontDefault(); + io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs + + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. + + // Add default Japanese ranges + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); + + // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) + ImVector ranges; + ImFontGlyphRangesBuilder builder; + builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) + builder.AddChar(0x7262); // Add a specific character + builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges + builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); + + All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 + by using the u8"hello" syntax. Specifying literal in your source code using a local code page + (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! + Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. + + Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). + The applications in examples/ are doing that. + Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). + You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. + Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for + the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. + + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), + and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use + any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. + - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h. + - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API + lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. + Prefer using them over the old and awkward Combo()/ListBox() api. + - Generally for most high-level types you should be able to access the underlying data type. + You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). + - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass + to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. + Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. + Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those + are not configurable and not the same across implementations. + - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount + of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern + is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. + One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str + This is a small helper where you can instance strings with configurable local buffers length. Many game engines will + provide similar or better string helpers. + + Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) + A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. + (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) + Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. + - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display + contents behind or over every other imgui windows (one bg/fg drawlist per viewport). + - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create + your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. + + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". + (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) + - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) + This is the preferred solution for developer productivity. + In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple + and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect + to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. + Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. + - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends + the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. + - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate + for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing + for screen real-estate and precision. + + Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. + A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). + Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. + + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + A: You are probably mishandling the clipping rectangles in your render function. + Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). + + Q: How can I help? + A: - 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! + - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. + - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. + - 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/1902). 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). + + - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. + this is also useful to set yourself in the context of another window (to get/set other settings) + - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". + - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle + of a deep nested inner loop in your code. + - tip: you can call Render() multiple times (e.g for VR renders). + - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // toupper +#include // vsnprintf, sscanf, printf +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// 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 +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! +#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 "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wdouble-promotion") +#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. +#endif +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#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 + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +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(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static void FindHoveredWindow(); +static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); +static void CheckStacksSize(ImGuiWindow* window, bool write); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +static ImRect GetViewportRect(); + +// Settings +static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for IO functions +static const char* GetClipboardTextFn_DefaultImpl(void* user_data); +static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); +static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); + +namespace ImGui +{ +static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingList(); +static void NavUpdateMoveResult(); +static float NavUpdatePageUpPageDown(int allowed_dir_flags); +static inline void NavUpdateAnyRequestFlag(); +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 int FindWindowFocusIndex(ImGuiWindow* window); + +// Misc +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +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); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// 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. +#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. +#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); } +#else +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; + +//----------------------------------------------------------------------------- +// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +//----------------------------------------------------------------------------- + +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 + 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 + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + 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) + 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). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + 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-aliasing on lines/borders. Disable if you are really short on CPU/GPU. + AntiAliasedFill = true; // Enable anti-aliasing on 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. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImFloor(WindowPadding * scale_factor); + WindowRounding = ImFloor(WindowRounding * scale_factor); + WindowMinSize = ImFloor(WindowMinSize * scale_factor); + ChildRounding = ImFloor(ChildRounding * scale_factor); + PopupRounding = ImFloor(PopupRounding * scale_factor); + FramePadding = ImFloor(FramePadding * scale_factor); + FrameRounding = ImFloor(FrameRounding * scale_factor); + ItemSpacing = ImFloor(ItemSpacing * scale_factor); + ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); + TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); + IndentSpacing = ImFloor(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); + ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); + GrabMinSize = ImFloor(GrabMinSize * scale_factor); + GrabRounding = ImFloor(GrabRounding * scale_factor); + TabRounding = ImFloor(TabRounding * scale_factor); + DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f/60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; + LogFilename = "imgui_log.txt"; + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + for (int i = 0; i < ImGuiKey_COUNT; i++) + KeyMap[i] = -1; + KeyRepeatDelay = 0.250f; + KeyRepeatRate = 0.050f; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTextCursorBlink = true; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + + // Platform Functions + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; + ClipboardUserData = NULL; + 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); + MouseDragThreshold = 6.0f; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + if (c > 0 && c < 0x10000) + InputQueueCharacters.push_back((ImWchar)c); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + if (c > 0 && c < 0x10000) + InputQueueCharacters.push_back((ImWchar)c); + } +} + +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +//----------------------------------------------------------------------------- + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)toupper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (toupper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (toupper(*a) != toupper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS + +//#define IMGUI_USE_STB_SPRINTF +#ifdef IMGUI_USE_STB_SPRINTF +#define STB_SPRINTF_IMPLEMENTATION +#include "imstb_sprintf.h" +#endif + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS + +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +}; + +// 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) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + while (data_size-- != 0) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - 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) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + return ~crc; +} + +FILE* ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) + const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; + const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; + ImVector buf; + buf.resize(filename_wsize + mode_wsize); + ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL); + ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL); + return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]); +#else + return fopen(filename, mode); +#endif +} + +// Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && file_open_mode); + if (out_file_size) + *out_file_size = 0; + + FILE* f; + if ((f = ImFileOpen(filename, file_open_mode)) == NULL) + return NULL; + + long file_size_signed; + if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) + { + fclose(f); + return NULL; + } + + size_t file_size = (size_t)file_size_signed; + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + fclose(f); + return NULL; + } + if (fread(file_data, 1, file_size, f) != file_size) + { + fclose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + fclose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +// Convert UTF-8 to 32-bits character, process single character input. +// Based on stb_from_utf8() from github.com/nothings/stb/ +// 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 = 0xFFFD; // 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 = 0xFFFD; // 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 = 0xFFFD; // 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; + *out_char = c; + return 4; + } + *out_char = 0; + return 0; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + if (c < 0x10000) + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c >= 0xdc00 && c < 0xe000) + { + return 0; + } + if (c >= 0xd800 && c < 0xdc00) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + //else if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c>> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int dummy = 0; + return ImTextCharFromUtf8(&dummy, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c >= 0xdc00 && c < 0xe000) return 0; + if (c >= 0xd800 && c < 0xdc00) return 4; + return 3; +} + +int ImTextStrToUtf8(char* buf, int 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) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_out++ = (char)c; + else + buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c); + } + *buf_out = 0; + return (int)(buf_out - buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILTIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f/255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f/360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col) +{ + float style_alpha = GImGui->Style.Alpha; + if (style_alpha >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) +{ + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; + size_t count = (size_t)(last - first); + while (count > 0) + { + size_t count2 = count >> 1; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; + if (mid->key < key) + { + first = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return first; +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + struct StaticFunc + { + static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) + { + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; + return 0; + } + }; + if (Data.Size > 1) + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) +{ + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } + else + { + InputBuf[0] = 0; + CountGrep = 0; + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (int i = 0; i != Filters.Size; i++) + { + ImGuiTextRange& f = Filters[i]; + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (Filters[i].b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.empty()) + return true; + + if (text == NULL) + text = ""; + + for (int i = 0; i != Filters.Size; i++) + { + const ImGuiTextRange& f = Filters[i]; + if (f.empty()) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed +// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) +//----------------------------------------------------------------------------- + +// 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 +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + *out_items_display_start = 0; + *out_items_display_end = items_count; + return; + } + if (window->SkipItems) + { + *out_items_display_start = *out_items_display_end = 0; + return; + } + + // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect + ImRect unclipped_rect = window->ClipRect; + if (g.NavMoveRequest) + unclipped_rect.Add(g.NavScoringRectScreen); + + const ImVec2 pos = window->DC.CursorPos; + int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); + int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + + // When performing a navigation request, ensure we have one item extra in the direction we are moving to + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + start--; + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + end++; + + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); + *out_items_display_start = start; + *out_items_display_end = end; +} + +static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a 4th step to display the last item in a regular manner. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + 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) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly +} + +// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 +// Use case B: Begin() called from constructor with items_height>0 +// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. +void ImGuiListClipper::Begin(int count, float items_height) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = count; + StepNo = 0; + DisplayEnd = DisplayStart = -1; + if (ItemsHeight > 0.0f) + { + ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display + if (DisplayStart > 0) + SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor + StepNo = 2; + } +} + +void ImGuiListClipper::End() +{ + if (ItemsCount < 0) + return; + // 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) + SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + ItemsCount = -1; + StepNo = 3; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (ItemsCount == 0 || window->SkipItems) + { + ItemsCount = -1; + return false; + } + if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height. + { + DisplayStart = 0; + DisplayEnd = 1; + StartPosY = window->DC.CursorPos.y; + StepNo = 1; + return true; + } + if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. + { + if (ItemsCount == 1) { ItemsCount = -1; return false; } + float items_height = window->DC.CursorPos.y - StartPosY; + IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically + Begin(ItemsCount - 1, items_height); + DisplayStart++; + DisplayEnd++; + StepNo = 3; + return true; + } + if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. + { + IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0); + StepNo = 3; + return true; + } + if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. + End(); + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::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_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + // FIXME-STYLE: RenderPixelEllipsis() style should use actual font data. + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const int ellipsis_dot_count = 3; + const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; + const char* text_end_ellipsis = NULL; + + float text_width = ImMax((pos_max.x - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + + const float ellipsis_x = pos_min.x + text_size_clipped_x + 1.0f; + if (ellipsis_x + ellipsis_width - 1.0f <= ellipsis_max_x) + RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_dot_count); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + 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); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + 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); + } +} + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f,+0.750f) * r; + b = ImVec2(-0.866f,-0.750f) * r; + c = ImVec2(+0.866f,-0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f,+0.000f) * r; + b = ImVec2(-0.750f,+0.866f) * r; + c = ImVec2(-0.750f,-0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness*0.5f; + pos += ImVec2(thickness*0.25f, thickness*0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third*0.5f; + window->DrawList->PathLineTo(ImVec2(bx - third, by - third)); + window->DrawList->PathLineTo(ImVec2(bx, by)); + window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2)); + window->DrawList->PathStroke(col, false, thickness); +} + +void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + if (flags & ImGuiNavHighlightFlags_TypeDefault) + { + const float THICKNESS = 2.0f; + const float DISTANCE = 3.0f + THICKNESS * 0.5f; + display_rect.Expand(ImVec2(DISTANCE,DISTANCE)); + 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); + 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); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// 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) +{ + Name = ImStrdup(name); + 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; + HasCloseButton = false; + ResizeBorderHeld = -1; + BeginCount = 0; + BeginOrderWithinParent = -1; + BeginOrderWithinContext = -1; + PopupId = 0; + AutoFitFramesX = AutoFitFramesY = -1; + AutoFitOnlyGrows = false; + AutoFitChildAxises = 0x00; + AutoPosLastDirection = ImGuiDir_None; + HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + + LastFrameActive = -1; + ItemWidthDefault = 0.0f; + FontWindowScale = 1.0f; + SettingsIdx = -1; + + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + ParentWindow = NULL; + RootWindow = NULL; + RootWindowForTitleBarHighlight = NULL; + RootWindowForNav = NULL; + + NavLastIds[0] = NavLastIds[1] = 0; + NavRectRel[0] = NavRectRel[1] = ImRect(); + NavLastChildNavWindow = NULL; +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + for (int i = 0; i != ColumnsStorage.Size; i++) + ColumnsStorage[i].~ImGuiColumns(); +} + +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGui::KeepAliveID(id); + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGui::KeepAliveID(id); + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGui::KeepAliveID(id); + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + return ImHashStr(str, str_end ? (str_end - str) : 0, seed); +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + return ImHashData(&ptr, sizeof(void*), seed); +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +{ + ImGuiID seed = IDStack.back(); + return ImHashData(&n, sizeof(n), seed); +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + ImGui::KeepAliveID(id); + return id; +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + if (window) + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +void ImGui::SetNavID(ImGuiID id, int nav_layer) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow); + IM_ASSERT(nav_layer == 0 || nav_layer == 1); + g.NavId = id; + g.NavWindow->NavLastIds[nav_layer] = id; +} + +void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + SetNavID(id, nav_layer); + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + g.NavMousePosDirty = true; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowNavDirFlags = 0; + g.ActiveIdBlockNavInputFlags = 0; + g.ActiveIdAllowOverlap = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + } +} + +// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + if (g.NavWindow != window) + g.NavInitRequest = false; + g.NavId = id; + g.NavWindow = window; + g.NavLayer = nav_layer; + window->NavLastIds[nav_layer] = id; + if (window->DC.LastItemId == id) + window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); + + if (g.ActiveIdSource == ImGuiInputSource_Nav) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); + IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; +} + +static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The order of those two tests is important because Modal windows are also Popups. + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + return false; + if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return false; + } + + return true; +} + +// Advance cursor given item size for layout. +void ImGui::ItemSize(const ImVec2& size, float text_offset_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Always align ourselves on pixel boundaries + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y); + const float text_base_offset = ImMax(window->DC.CurrLineTextBaseOffset, text_offset_y); + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.PrevLineTextBaseOffset = text_base_offset; + window->DC.CurrLineSize.y = window->DC.CurrLineTextBaseOffset = 0.0f; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} + +void ImGui::ItemSize(const ImRect& bb, float text_offset_y) +{ + ItemSize(bb.GetSize(), text_offset_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 then use a larger region for drawing/interaction, which is passed to ItemAdd(). +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (id != 0) + { + // Navigation processing runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // 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 |= window->DC.NavLayerCurrentMask; + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + if (id == g.DebugItemPickerBreakID) + { + IM_DEBUG_BREAK(); + g.DebugItemPickerBreakID = 0; + } +#endif + } + + window->DC.LastItemId = id; + window->DC.LastItemRect = bb; + window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); +#endif + + // Clipping test + const bool is_clipped = IsClippedEx(bb, id, false); + if (is_clipped) + return false; + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + + // 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; + return true; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavDisableMouseHover && !g.NavDisableHighlight) + return IsItemFocused(); + + // Test for bounding box overlap, as updated as ItemAdd() + if (!(window->DC.LastItemStatusFlags & 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; + + // Test if another item is active (e.g. being dragged) + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags)) + return false; + + // Test if the item is disabled + if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) + return false; + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow != window) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + return false; + if (window->DC.ItemFlags & ImGuiItemFlags_Disabled) + return false; + + SetHoveredID(id); + + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered + // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. + // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakID == id) + IM_DEBUG_BREAK(); + + return true; +} + +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || id != g.ActiveId) + if (clip_even_when_logged || !g.LogEnabled) + return true; + return false; +} + +// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. +bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + // Increment counters + const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + window->DC.FocusCounterAll++; + if (is_tab_stop) + window->DC.FocusCounterTab++; + + // 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 && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL) + { + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (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 (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll) + return true; + if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab) + { + g.NavJustTabbedId = id; + return true; + } + + // 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.FocusCounterAll--; + window->DC.FocusCounterTab--; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiWindow* window = GImGui->CurrentWindow; + if (wrap_pos_x == 0.0f) + wrap_pos_x = window->WorkRect.Max.x; + else if (wrap_pos_x > 0.0f) + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations++; + return GImAllocatorAllocFunc(size, GImAllocatorUserData); +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ + if (ptr) + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations--; + return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); +} + +const char* ImGui::GetClipboardText() +{ + return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + if (GImGui->IO.SetClipboardTextFn) + GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code +// may see different structures than what imgui.cpp sees, which is problematic. +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + if (GImGui == NULL) + SetCurrentContext(ctx); + Initialize(ctx); + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + if (ctx == NULL) + ctx = GImGui; + Shutdown(ctx); + if (GImGui == ctx) + SetCurrentContext(NULL); + IM_DELETE(ctx); +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + return g.DrawData.Valid ? &g.DrawData : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +ImDrawList* ImGui::GetBackgroundDrawList() +{ + return &GImGui->BackgroundDrawList; +} + +static ImDrawList* GetForegroundDrawList(ImGuiWindow*) +{ + // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + return &GImGui->ForegroundDrawList; +} + +ImDrawList* ImGui::GetForegroundDrawList() +{ + return &GImGui->ForegroundDrawList; +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); + ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + MarkIniSettingsDirty(moving_window); + SetWindowPos(moving_window, pos, ImGuiCond_Always); + } + FocusWindow(g.MovingWindow); + } + else + { + ClearActiveID(); + g.MovingWindow = NULL; + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate moving window, handle left-click and right-click focus +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + // Initiate moving window + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || g.HoveredId != 0) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click to focus window and start moving (after we're done with all our widgets) + if (g.IO.MouseClicked[0]) + { + if (g.HoveredRootWindow != NULL) + { + StartMouseMovingWindow(g.HoveredWindow); + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + } + else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL) + { + // Clicking on void disable focus + FocusWindow(NULL); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1]) + { + // 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; + } + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&g.IO.MousePos)) + g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) + g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; + else + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + g.IO.MousePosPrev = g.IO.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + { + g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; + g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; + g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; + g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; + g.IO.MouseDoubleClicked[i] = false; + if (g.IO.MouseClicked[i]) + { + if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) + g.IO.MouseDoubleClicked[i] = true; + g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click + } + else + { + g.IO.MouseClickedTime[i] = g.Time; + } + g.IO.MouseClickedPos[i] = g.IO.MousePos; + g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; + g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (g.IO.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) + g.IO.MouseDownWasDoubleClick[i] = false; + if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + g.NavDisableMouseHover = false; + } +} + +void ImGui::UpdateMouseWheel() +{ + ImGuiContext& g = *GImGui; + if (!g.HoveredWindow || g.HoveredWindow->Collapsed) + return; + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + ImGuiWindow* window = g.HoveredWindow; + 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)) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + } + return; + } + + // Mouse wheel scrolling + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + // FIXME: Lock scrolling window while not moving (see #2604) + + // 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) + { + ImGuiWindow* window = g.HoveredWindow; + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetWindowScrollY(window, window->Scroll.y - wheel_y * scroll_step); + } + } + + // 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) + { + ImGuiWindow* window = g.HoveredWindow; + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetWindowScrollX(window, window->Scroll.x - wheel_x * scroll_step); + } + } +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + FindHoveredWindow(); + + // Modal windows prevents cursor from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window) + if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + g.HoveredRootWindow = g.HoveredWindow = NULL; + + // Disabled mouse? + if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) + g.HoveredWindow = g.HoveredRootWindow = NULL; + + // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. + int mouse_earliest_button_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + { + if (g.IO.MouseClicked[i]) + g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty()); + mouse_any_down |= g.IO.MouseDown[i]; + if (g.IO.MouseDown[i]) + if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) + mouse_earliest_button_down = i; + } + const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) + g.HoveredWindow = g.HoveredRootWindow = 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) + g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); + else + g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) + if (g.WantCaptureKeyboardNextFrame != -1) + g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + else + g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + g.IO.WantCaptureKeyboard = true; + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +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 + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + 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.Style.CurveTessellationTol > 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.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(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) + 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. + if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) + g.IO.ConfigWindowsResizeFromEdges = false; + + // Load settings on first frame (if not explicitly loaded manually before) + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } + + g.Time += g.IO.DeltaTime; + g.FrameScopeActive = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + + // 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); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + + g.BackgroundDrawList.Clear(); + g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.BackgroundDrawList.PushClipRectFullScreen(); + + g.ForegroundDrawList.Clear(); + 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(); + + // 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) + KeepAliveID(g.DragDropPayload.SourceId); + + // Clear reference to active widget if the widget isn't alive anymore + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + ClearActiveID(); + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) + g.TempInputTextId = 0; + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSourceOrTarget = false; + + // Update keyboard input state + memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) + g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Update gamepad/keyboard directional navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Calculate frame-rate for the user, as a purely luxurious feature + 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; + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // 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.FocusRequestNextCounterAll = INT_MAX; + if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) + g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + else + g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0; + } + + // Turn queued focus request into current one + g.FocusRequestCurrWindow = NULL; + g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX; + if (g.FocusRequestNextWindow != NULL) + { + ImGuiWindow* window = g.FocusRequestNextWindow; + g.FocusRequestCurrWindow = window; + if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1) + g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1); + if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1) + g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1); + g.FocusRequestNextWindow = NULL; + g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX; + } + + g.NavIdTabCounter = INT_MAX; + + // Mark all windows as not visible + IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + window->WasActive = window->Active; + window->BeginCount = 0; + window->Active = false; + window->WriteAccessed = 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); + + // No window should be open at the beginning of the frame. + // 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); + ClosePopupsOverWindow(g.NavWindow, false); + + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + g.DebugItemPickerBreakID = 0; + if (g.DebugItemPickerActive) + { + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); + if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (ImGui::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(); + } + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it avoid ImGui:: calls from crashing. + SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + g.FrameScopePushedImplicitWindow = true; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PostNewFrame(&g); +#endif +} + +void ImGui::Initialize(ImGuiContext* context) +{ + ImGuiContext& g = *context; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow type + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; + ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; + ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown(ImGuiContext* context) +{ + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + ImGuiContext& g = *context; + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + { + ImGuiContext* backup_context = GImGui; + SetCurrentContext(context); + SaveIniSettingsToDisk(g.IO.IniFilename); + SetCurrentContext(backup_context); + } + + // Clear everything else + for (int i = 0; i < g.Windows.Size; i++) + IM_DELETE(g.Windows[i]); + g.Windows.clear(); + g.WindowsFocusOrder.clear(); + g.WindowsSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredRootWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + g.ColorModifiers.clear(); + g.StyleModifiers.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.DrawDataBuilder.ClearFreeMemory(); + g.BackgroundDrawList.ClearFreeMemory(); + g.ForegroundDrawList.ClearFreeMemory(); + g.PrivateClipboard.clear(); + g.InputTextState.ClearFreeMemory(); + + for (int i = 0; i < g.SettingsWindows.Size; i++) + IM_DELETE(g.SettingsWindows[i].Name); + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile && g.LogFile != stdout) + { + fclose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + + g.Initialized = false; +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + if (count > 1) + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.empty()) + return; + + // Remove trailing command if unused + ImDrawCmd& last_cmd = draw_list->CmdBuffer.back(); + if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL) + { + draw_list->CmdBuffer.pop_back(); + if (draw_list->CmdBuffer.empty()) + return; + } + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // 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. + // - 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. + // 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-bits 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: + // 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. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + out_list->push_back(draw_list); +} + +static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.IO.MetricsRenderWindows++; + AddDrawListToDrawData(out_render_list, 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); + } +} + +// 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; + if (window->Flags & ImGuiWindowFlags_Tooltip) + AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window); + else + AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window); +} + +void ImDrawDataBuilder::FlattenIntoSingleLayer() +{ + int n = Layers[0].Size; + int size = n; + for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) + size += Layers[i].Size; + Layers[0].resize(size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) + { + ImVector& layer = Layers[layer_n]; + if (layer.empty()) + continue; + memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); + n += layer.Size; + layer.resize(0); + } +} + +static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_data) +{ + ImGuiIO& io = ImGui::GetIO(); + 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->FramebufferScale = io.DisplayFramebufferScale; + for (int n = 0; n < draw_lists->Size; n++) + { + draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; + } +} + +// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. + return; + IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?"); + + // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)) + { + g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y); + g.PlatformImeLastPos = g.PlatformImePos; + } + + // 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). + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING + End(); + } + else + { + IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.FrameScopePushedImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Show CTRL+TAB list window + if (g.NavWindowingTarget) + NavUpdateWindowingList(); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. + if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount) + { + g.DragDropWithinSourceOrTarget = true; + SetTooltip("..."); + g.DragDropWithinSourceOrTarget = false; + } + + // End frame + g.FrameScopeActive = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because childs may not exist yet + g.WindowsSortBuffer.resize(0); + g.WindowsSortBuffer.reserve(g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); + g.Windows.swap(g.WindowsSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); +} + +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + g.FrameCountRendered = g.FrameCount; + + // Gather ImDrawList to render (for each active window) + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; + g.DrawDataBuilder.Clear(); + if (!g.BackgroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); + + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; + for (int n = 0; n != g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + 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); + + if (!g.ForegroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); + + // 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; + + // (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 +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + text_size.x = (float)(int)(text_size.x + 0.95f); + + return text_size; +} + +// Find window given position, search front-to-back +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +static void FindHoveredWindow() +{ + ImGuiContext& g = *GImGui; + + ImGuiWindow* hovered_window = NULL; + if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + 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; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (!window->Active || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImRect bb(window->OuterRectClipped); + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) + bb.Expand(padding_regular); + else + bb.Expand(padding_for_resize_from_edges); + if (!bb.Contains(g.IO.MousePos)) + continue; + + // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches. + if (hovered_window == NULL) + hovered_window = window; + if (hovered_window) + break; + } + + g.HoveredWindow = hovered_window; + g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + return true; +} + +int ImGui::GetKeyIndex(ImGuiKey imgui_key) +{ + IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); + return GImGui->IO.KeyMap[imgui_key]; +} + +// Note that 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[]! +bool ImGui::IsKeyDown(int user_key_index) +{ + if (user_key_index < 0) return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); + return GImGui->IO.KeysDown[user_key_index]; +} + +int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) +{ + if (t == 0.0f) + return 1; + if (t <= repeat_delay || repeat_rate <= 0.0f) + return 0; + const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); + return (count > 0) ? count : 0; +} + +int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + if (key_index < 0) + return 0; + IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[key_index]; + return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate); +} + +bool ImGui::IsKeyPressed(int user_key_index, bool repeat) +{ + ImGuiContext& g = *GImGui; + if (user_key_index < 0) + return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[user_key_index]; + if (t == 0.0f) + return true; + if (repeat && t > g.IO.KeyRepeatDelay) + return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + return false; +} + +bool ImGui::IsKeyReleased(int user_key_index) +{ + ImGuiContext& g = *GImGui; + if (user_key_index < 0) return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; +} + +bool ImGui::IsMouseDown(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button]; +} + +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +bool ImGui::IsMouseClicked(int button, bool repeat) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float t = g.IO.MouseDownDuration[button]; + if (t == 0.0f) + return true; + + if (repeat && t > g.IO.KeyRepeatDelay) + { + // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. + int amount = CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f); + if (amount > 0) + return true; + } + + return false; +} + +bool ImGui::IsMouseReleased(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button]; +} + +bool ImGui::IsMouseDoubleClicked(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDoubleClicked[button]; +} + +bool ImGui::IsMouseDragging(int button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +ImVec2 ImGui::GetMousePos() +{ + return GImGui->IO.MousePos; +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size-1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// 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. +ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + return GImGui->MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + GImGui->MouseCursor = cursor_type; +} + +void ImGui::CaptureKeyboardFromApp(bool capture) +{ + GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; +} + +void ImGui::CaptureMouseFromApp(bool capture) +{ + GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + return g.ActiveId == window->DC.LastItemId; + } + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) + return true; + } + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); +} + +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) + return false; + return true; +} + +bool ImGui::IsItemClicked(int mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && !g.NavDisableHighlight; +} + +bool ImGui::IsItemVisible() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ClipRect.Overlaps(window->DC.LastItemRect); +} + +bool ImGui::IsItemEdited() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId == g.CurrentWindow->DC.LastItemId) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == g.CurrentWindow->DC.LastItemId) + g.ActiveIdAllowOverlap = true; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + 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); +} + +static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + + flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow; + flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + + // Size + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + 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); + else + ImFormatString(title, IM_ARRAYSIZE(title), "%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); + g.Style.ChildBorderSize = backup_border_size; + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + child_window->AutoFitChildAxises = auto_fit_axises; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + 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)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item + g.ActiveIdSource = ImGuiInputSource_Nav; + } + return ret; +} + +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + IM_ASSERT(id != 0); + return BeginChildEx(NULL, id, size_arg, border, extra_flags); +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss + if (window->BeginCount > 1) + { + End(); + } + else + { + ImVec2 sz = window->Size; + if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f + sz.x = ImMax(4.0f, sz.x); + if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) + sz.y = ImMax(4.0f, sz.y); + End(); + + 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)) + { + 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) + RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + } + else + { + // Not navigable into + ItemAdd(bb, 0); + } + } +} + +// Helper to create a child window / scrolling region that looks like a normal widget frame. +bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); + PopStyleVar(3); + PopStyleColor(); + return ret; +} + +void ImGui::EndChildFrame() +{ + EndChild(); +} + +// Save and compare stack sizes on Begin()/End() to detect usage errors +static void CheckStacksSize(ImGuiWindow* window, bool write) +{ + // 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) + ImGuiContext& g = *GImGui; + short* p_backup = &window->DC.StackSizesBackup[0]; + { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() + { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() + { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() + // 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 current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() + { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() + { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() + IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Create window the first time + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = 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); + + // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) + { + // Retrieve settings from .ini file + window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + window->Pos = ImFloor(settings->Pos); + window->Collapsed = settings->Collapsed; + if (ImLengthSqr(settings->Size) > 0.00001f) + size = ImFloor(settings->Size); + } + window->Size = window->SizeFull = ImFloor(size); + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values + + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } + + g.WindowsFocusOrder.push_back(window); + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + return window; +} + +static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +{ + ImGuiContext& g = *GImGui; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // Using -1,-1 on either X/Y axis to preserve the current size. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = ImFloor(new_size.x); + new_size.y = ImFloor(new_size.y); + } + + // Minimum size + if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) + { + new_size = ImMax(new_size, g.Style.WindowMinSize); + new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } + return new_size; +} + +static ImVec2 CalcContentSize(ImGuiWindow* window) +{ + 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; + + ImVec2 sz; + sz.x = (float)(int)((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = (float)(int)((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + return sz; +} + +static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + size_decorations; + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; + const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; + 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)); + + // 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 = CalcSizeAfterConstraint(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); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) +{ + ImVec2 size_contents = CalcContentSize(window); + return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) +{ + ImGuiContext& g = *GImGui; + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float cr_x = window->ScrollTargetCenterRatio.x; + float target_x = window->ScrollTarget.x; + if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) + target_x = 0.0f; + else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + GImGui->Style.ItemSpacing.x) + target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; + scroll.x = target_x - cr_x * window->InnerRect.GetWidth(); + } + if (window->ScrollTarget.y < FLT_MAX) + { + // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. + float cr_y = window->ScrollTargetCenterRatio.y; + float target_y = window->ScrollTarget.y; + if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) + target_y = 0.0f; + if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) + target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; + scroll.y = target_y - cr_y * window->InnerRect.GetHeight(); + } + scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; +} + +static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) +{ + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if (flags & ImGuiWindowFlags_ChildWindow) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +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 + { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right +}; + +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 + IM_ASSERT(0); + return ImRect(); +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double click on resize grip) +static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + return false; + + bool ret_auto_fit = false; + const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; + const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Manual resize grips + 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); + + // 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); + 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((void*)(intptr_t)resize_grip_n), &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; + + if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) + { + // Manual auto-fit when double-clicking + size_target = CalcSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; + ClearActiveID(); + } + else if (held) + { + // 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 + CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); + } + 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++) + { + 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((void*)(intptr_t)(border_n + 4)), &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; + if (held) + *border_held = border_n; + } + if (held) + { + 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 + CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); + } + } + PopID(); + + // Navigation resize (keyboard/gamepad) + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + { + ImVec2 nav_resize_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); + if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + g.NavWindowingToggleLayer = false; + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + } + } + + // Apply back modified position/size to window + if (size_target.x != FLT_MAX) + { + window->SizeFull = size_target; + MarkIniSettingsDirty(window); + } + if (pos_target.x != FLT_MAX) + { + window->Pos = ImFloor(pos_target); + MarkIniSettingsDirty(window); + } + + // Resize nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + + window->Size = window->SizeFull; + return ret_auto_fit; +} + +static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size; + window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + 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); + + int border_held = window->ResizeBorderHeld; + if (border_held != -1) + { + struct ImGuiResizeBorderDef + { + ImVec2 InnerDir; + ImVec2 CornerPosN1, CornerPosN2; + 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(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 + }; + 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 + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + float y = window->Pos.y + window->TitleBarHeight() - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + } +} + +void ImGui::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) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + alpha = g.NextWindowData.BgAlphaVal; + if (alpha != 1.0f) + 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); + } + + // 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); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + 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); + 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); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (!(flags & ImGuiWindowFlags_NoResize)) + { + 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); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders + RenderWindowOuterBorders(window); + } +} + +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse); + + // 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; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + pad_r += button_sz; + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + pad_r += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); + pad_l += button_sz; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.ItemFlags = 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.. + const char* UNSAVED_DOCUMENT_MARKER = "*"; + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + 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. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + 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] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); + ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); + RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); + } +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + window->RootWindow = parent_window->RootWindow; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + { + ImVec2 size_on_first_use = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. + window = CreateNewWindow(name, size_on_first_use, flags); + } + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + + // 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); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + + // Update Flags, LastFrameActive, BeginOrderXXX fields + if (first_begin_of_the_frame) + { + window->Flags = (ImGuiWindowFlags)flags; + window->LastFrameActive = current_frame; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // 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 = NULL; + CheckStacksSize(window, true); + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) + window->NavLastIds[0] = 0; + + // Process SetNextWindow***() calls + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + UpdateWindowParentAndRootLinks(window, flags, parent_window); + + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); + window->IDStack.resize(1); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + window->ContentSize = CalcContentSize(window); + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + + // 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)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + 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); + } + } + + // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + SetCurrentWindow(window); + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + + if (flags & ImGuiWindowFlags_ChildWindow) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + MarkIniSettingsDirty(window); + FocusWindow(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->ContentSize); + 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) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // 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. + ImRect viewport_rect(GetViewportRect()); + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + { + if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + { + ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ClampWindowRect(window, viewport_rect, clamp_padding); + } + } + window->Pos = ImFloor(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) + want_focus = true; + } + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_held = -1; + ImU32 resize_grip_col[4] = { 0 }; + const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 + const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + if (!window->Collapsed) + if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + window->ResizeBorderHeld = (signed char)border_held; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depends on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - NavScrollToBringItemIntoView() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x; + window->InnerRect.Min.y = window->Pos.y + decoration_up_height; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); + else + window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + + // DRAWING + + // Setup draw list and outer clipping rectangle + window->DrawList->Clear(); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Draw modal window background (darkens what is behind them, all viewports) + const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; + const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); + if (dim_bg_for_modal || dim_bg_for_window_list) + { + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); + } + + // Draw navigation selection/windowing rectangle background + if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) + { + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); + } + + // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. + // We also disabled this when we have dimming overlay behind this specific one child. + // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + + // Draw navigation selection/windowing rectangle border + if (g.NavWindowingTargetAnim == window) + { + float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward + { + 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); + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + + // [LEGACY] Contents Region + // FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentsRegionRect.Max.x = window->ContentsRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentsRegionRect.Max.y = window->ContentsRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; + window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.MenuBarAppending = false; + window->DC.ChildWindows.resize(0); + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1; + window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; + 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.CurrentColumns = NULL; + window->DC.TreeDepth = 0; + window->DC.TreeStoreMayJumpToParentOnPop = 0x00; + window->DC.StateStorage = &window->StateStorage; + window->DC.GroupStack.resize(0); + window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); + + if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags)) + { + window->DC.ItemFlags = parent_window->DC.ItemFlags; + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); + } + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + if (want_focus) + { + FocusWindow(window); + NavInitWindow(window, false); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); + + // Pressing CTRL+C while holding on a window copy its content to the clipboard + // 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.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + LogToClipboard(); + */ + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + window->DC.LastItemId = window->MoveId; + window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; + window->DC.LastItemRect = title_bar_rect; +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); +#endif + } + else + { + // Append + SetCurrentWindow(window); + } + + 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->BeginCount++; + g.NextWindowData.ClearFlags(); + + if (flags & ImGuiWindowFlags_ChildWindow) + { + // 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; + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || window->Hidden) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + return !skip_items; +} + +// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags) +{ + // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. + if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) + SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); + + // Old API feature: override the window background alpha with a parameter. + if (bg_alpha_override >= 0.0f) + SetNextWindowBgAlpha(bg_alpha_override); + + return Begin(name, p_open, flags); +} +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + + if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow) + { + IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!"); + return; // FIXME-ERRORHANDLING + } + IM_ASSERT(g.CurrentWindowStack.Size > 0); + + ImGuiWindow* window = g.CurrentWindow; + + if (window->DC.CurrentColumns) + EndColumns(); + PopClipRect(); // Inner window clip rectangle + + // Stop logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + LogFinish(); + + // Pop from window stack + g.CurrentWindowStack.pop_back(); + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + CheckStacksSize(window, false); + SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + 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; + } +} + +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindow == window) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + if (g.NavWindow != window) + { + g.NavWindow = window; + if (window && g.NavDisableMouseHover) + g.NavMousePosDirty = true; + g.NavInitRequest = false; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavIdIsAlive = false; + g.NavLayer = ImGuiNavLayer_Main; + //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); + } + + // Close popups if any + ClosePopupsOverWindow(window, false); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + + // Move the root window to the top of the pile + if (window->RootWindow) + window = window->RootWindow; + + // Steal focus on active widgets + if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) + ClearActiveID(); + + // Bring to front + BringWindowToFocusFront(window); + if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) + BringWindowToDisplayFront(window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) +{ + 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; + } + 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)) + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); + FocusWindow(focus_window); + return; + } + } + FocusWindow(NULL); +} + +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiStyle& style = GImGui->Style; + const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + window->DC.ItemWidthStack.push_back(w_item_last); + for (int i = 0; i < components-1; i++) + window->DC.ItemWidthStack.push_back(w_item_one); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiWindow* window = GetCurrentWindow(); + 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(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_max_x = GetContentRegionMaxAbs().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + } + w = (float)(int)w; + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + + ImVec2 region_max; + if (size.x < 0.0f || size.y < 0.0f) + region_max = GetContentRegionMaxAbs(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + + return size; +} + +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; +} + +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (!font) + font = GetDefaultFont(); + SetCurrentFont(font); + g.FontStack.push_back(font); + g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow->DrawList->PopTextureID(); + g.FontStack.pop_back(); + SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (enabled) + window->DC.ItemFlags |= option; + else + window->DC.ItemFlags &= ~option; + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); +} + +void ImGui::PopItemFlag() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemFlagsStack.pop_back(); + window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); +} + +// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. +void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +{ + PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); +} + +void ImGui::PopAllowKeyboardFocus() +{ + PopItemFlag(); +} + +void ImGui::PushButtonRepeat(bool repeat) +{ + PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); +} + +void ImGui::PopButtonRepeat() +{ + PopItemFlag(); +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = wrap_pos_x; + window->DC.TextWrapPosStack.push_back(wrap_pos_x); +} + +void ImGui::PopTextWrapPos() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.pop_back(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + ImGuiColorMod& backup = g.ColorModifiers.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorModifiers.pop_back(); + count--; + } +} + +struct ImGuiStyleVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } +}; + +static const ImGuiStyleVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { 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, 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 + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign +}; + +static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) + { + ImGuiContext& g = *GImGui; + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + { + ImGuiContext& g = *GImGui; + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + 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(); + 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(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function + ImGuiContext& g = *GImGui; + + if (flags & ImGuiHoveredFlags_AnyWindow) + { + if (g.HoveredWindow == NULL) + return false; + } + else + { + switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) + { + case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: + if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) + return false; + break; + case ImGuiHoveredFlags_RootWindow: + if (g.HoveredWindow != g.CurrentWindow->RootWindow) + return false; + break; + case ImGuiHoveredFlags_ChildWindows: + if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) + return false; + break; + default: + if (g.HoveredWindow != g.CurrentWindow) + return false; + break; + } + } + + if (!IsWindowContentHoverable(g.HoveredWindow, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) + return false; + return true; +} + +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (flags & ImGuiFocusedFlags_AnyWindow) + return g.NavWindow != NULL; + + IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() + switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) + { + case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; + case ImGuiFocusedFlags_RootWindow: + return g.NavWindow == g.CurrentWindow->RootWindow; + case ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); + default: + return g.NavWindow == g.CurrentWindow; + } +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly. +// 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); +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) +{ + window->Scroll.x = new_scroll_x; +} + +void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) +{ + window->Scroll.y = new_scroll_y; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImFloor(pos); + 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.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + if (size.x > 0.0f) + { + window->AutoFitFramesX = 0; + window->SizeFull.x = ImFloor(size.x); + } + else + { + window->AutoFitFramesX = 2; + window->AutoFitOnlyGrows = false; + } + if (size.y > 0.0f) + { + window->AutoFitFramesY = 0; + window->SizeFull.y = ImFloor(size.y); + } + else + { + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = size; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. +ImVec2 ImGui::GetContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x - window->Pos.x; + return mx; +} + +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetContentRegionMaxAbs() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + ImVec2 mx = window->ContentsRegionRect.Max; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x; + return mx; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxAbs() - window->DC.CursorPos; +} + +// In window space (not screen space!) +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentsRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentsRegionRect.Max - window->Pos; +} + +float ImGui::GetWindowContentRegionWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentsRegionRect.GetWidth(); +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); + window->ScrollTargetCenterRatio.x = center_x_ratio; +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); + window->ScrollTargetCenterRatio.y = center_y_ratio; +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiWindow* window = GetCurrentWindow(); + float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space + float last_item_width = window->DC.LastItemRect.GetWidth(); + target_x += (last_item_width * center_x_ratio) + (GImGui->Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. + SetScrollFromPosX(target_x, center_x_ratio); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiWindow* window = GetCurrentWindow(); + float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space + target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. + SetScrollFromPosY(target_y, center_y_ratio); +} + +void ImGui::ActivateItem(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; +} + +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.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset; + g.FocusRequestNextCounterTab = INT_MAX; +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->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); + NavUpdateAnyRequestFlag(); + if (!IsItemVisible()) + SetScrollHereY(); + } +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(str_id)); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end)); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); +} + +void ImGui::PushID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(int_id)); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(id); +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + 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 +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); + + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + + if (!group_data.EmitItem) + { + window->DC.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize(), 0.0f); + ItemAdd(group_bb, 0); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive; + if (group_contains_curr_active_id) + window->DC.LastItemId = g.ActiveId; + else if (group_contains_prev_active_id) + window->DC.LastItemId = g.ActiveIdPreviousFrame; + window->DC.LastItemRect = group_bb; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; + + window->DC.GroupStack.pop_back(); + //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +void ImGui::BeginTooltip() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) + { + // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) + // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. + // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); + SetNextWindowPos(tooltip_pos); + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + BeginTooltipEx(0, true); + } + else + { + BeginTooltipEx(0, false); + } +} + +// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. +void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip) +{ + ImGuiContext& g = *GImGui; + char window_name[16]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); + if (override_previous_tooltip) + if (ImGuiWindow* window = FindWindowByName(window_name)) + if (window->Active) + { + // 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; + 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; + Begin(window_name, NULL, flags | extra_flags); +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) + BeginTooltip(); + else + BeginTooltipEx(0, true); + TextV(fmt, args); + EndTooltip(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +bool ImGui::IsPopupOpen(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; +} + +bool ImGui::IsPopupOpen(const char* str_id) +{ + ImGuiContext& g = *GImGui; + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); +} + +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +void ImGui::OpenPopup(const char* str_id) +{ + ImGuiContext& g = *GImGui; + OpenPopupEx(g.CurrentWindow->GetID(str_id)); +} + +// 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). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + int current_stack_size = g.BeginPopupStack.Size; + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.SourceWindow = g.NavWindow; + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui + // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing + // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. + if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + { + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Close child popups if any, then flag popup for open/reopen + g.OpenPopupStack.resize(current_stack_size + 1); + g.OpenPopupStack[current_stack_size] = popup_ref; + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id); + return true; + } + return false; +} + +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.empty()) + return; + + // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. + // Don't close our own child popup windows. + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + + // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) + bool popup_or_descendent_is_ref_window = false; + for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window) + if (popup_window->RootWindow == ref_window->RootWindow) + popup_or_descendent_is_ref_window = true; + if (!popup_or_descendent_is_ref_window) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; + g.OpenPopupStack.resize(remaining); + + if (restore_focus_to_window_under_popup) + { + if (focus_window && !focus_window->WasActive && popup_window) + { + // Fallback + FocusTopMostWindowUnderOne(popup_window, NULL); + } + else + { + if (g.NavLayer == 0 && focus_window) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + } + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (extra_flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // Center modal windows by default + // 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_Appearing, ImVec2(0.5f, 0.5f)); + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy. + NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY); + + End(); +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// You can pass a NULL str_id to use the identifier of the last item. +bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items) +{ + if (!str_id) + str_id = "window_context"; + ImGuiID id = GImGui->CurrentWindow->GetID(str_id); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (also_over_items || !IsAnyItemHovered()) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) +{ + if (!str_id) + str_id = "void_context"; + ImGuiID id = GImGui->CurrentWindow->GetID(str_id); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); +} + +// 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. +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); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Default popup policy + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + if (avail_w < size.x || avail_h < size.y) + continue; + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + *last_dir = dir; + return pos; + } + + // Fallback, try to keep within display + *last_dir = ImGuiDir_None; + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +{ + IM_UNUSED(window); + ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding; + ImRect r_screen = GetViewportRect(); + 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; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetWindowAllowedExtentRect(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. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + IM_ASSERT(g.CurrentWindow == window); + ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2]; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse) + float sc = g.Style.MouseCursorScale; + ImVec2 ref_pos = NavCalcPreferredRefPos(); + ImRect r_avoid; + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + if (window->AutoPosLastDirection == ImGuiDir_None) + pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + return pos; + } + IM_ASSERT(0); + return window->Pos; +} + + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) +{ + if (a1 < b0) + return a1 - b0; + if (b1 < a0) + return a0 - b1; + return 0.0f; +} + +static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) +{ + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + { + r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); + r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); + } + else + { + r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); + r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); + } +} + +// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); + if (!window->ClipRect.Contains(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) + // For example, this ensure that items in one column are not reached when moving vertically from items in another column. + NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + +#if IMGUI_DEBUG_NAV_SCORING + char buf[128]; + if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); + ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + } + else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. + { + if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } + if (quadrant == g.NavMoveDir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + #endif + + // Is it in the quadrant we're interesting in moving to? + bool new_best = false; + if (quadrant == g.NavMoveDir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +// 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) +{ + ImGuiContext& g = *GImGui; + //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 ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) + { + g.NavInitResultId = id; + g.NavInitResultRectRel = nav_bb_rel; + } + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // 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; +#if IMGUI_DEBUG_NAV_SCORING + // [DEBUG] Score all items in NavWindow at all times + if (!g.NavMoveRequest) + g.NavMoveDir = g.NavMoveDirLast; + bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; +#else + bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); +#endif + if (new_best) + { + result->ID = id; + result->SelectScopeId = g.MultiSelectScopeId; + result->Window = window; + result->RectRel = nav_bb_rel; + } + + 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->ID = id; + result->SelectScopeId = g.MultiSelectScopeId; + result->Window = window; + result->RectRel = nav_bb_rel; + } + } + + // Update window-relative bounding box of navigated item + if (g.NavId == id) + { + g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + g.NavLayer = window->DC.NavLayerCurrent; + g.NavIdIsAlive = true; + g.NavIdTabCounter = window->DC.FocusCounterTab; + window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveRequest = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); + ImGui::NavMoveRequestCancel(); + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + g.NavMoveRequestFlags = move_flags; + g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; +} + +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0) + return; + IM_ASSERT(move_flags != 0); // No points calling this with no wrapping + ImRect bb_rel = window->NavRectRel[0]; + + ImGuiDir clip_dir = g.NavMoveDir; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent_window = nav_window; + while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent_window = parent_window->ParentWindow; + if (parent_window && parent_window != nav_window) + parent_window->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; +} + +static void NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + g.NavLayer = layer; + if (layer == 0) + g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); + if (layer == 0 && g.NavWindow->NavLastIds[0] != 0) + ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]); + else + ImGui::NavInitWindow(g.NavWindow, true); +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + 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 (init_for_nav) + { + SetNavID(0, g.NavLayer); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavInitResultRectRel = ImRect(); + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + } +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + if (IsMousePosValid(&g.IO.MousePos)) + return g.IO.MousePos; + return g.LastValidMousePos; + } + else + { + // 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. + } +} + +float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +{ + ImGuiContext& g = *GImGui; + if (mode == ImGuiInputReadMode_Down) + return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + + const float t = g.IO.NavInputsDownDuration[n]; + if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. + return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); + if (t < 0.0f) + return 0.0f; + if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. + return (t == 0.0f) ? 1.0f : 0.0f; + if (mode == ImGuiInputReadMode_Repeat) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); + if (mode == ImGuiInputReadMode_RepeatSlow) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); + if (mode == ImGuiInputReadMode_RepeatFast) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); + return 0.0f; +} + +ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) +{ + ImVec2 delta(0.0f, 0.0f); + if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); + if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta *= slow_factor; + if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= fast_factor; + return delta; +} + +// Scroll to keep newly navigated item fully into view +// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. +static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) +{ + ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + if (window_rect.Contains(item_rect)) + return; + + ImGuiContext& g = *GImGui; + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + { + window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + { + window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 1.0f; + } + if (item_rect.Min.y < window_rect.Min.y) + { + window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + else if (item_rect.Max.y >= window_rect.Max.y) + { + window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 1.0f; + } +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + g.IO.WantSetMousePos = false; +#if 0 + if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); +#endif + + // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) + bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (nav_gamepad_active) + if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) + g.NavInputSource = ImGuiInputSource_NavGamepad; + + // Update Keyboard->Nav inputs mapping + if (nav_keyboard_active) + { + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } + NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); + NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); + NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); + NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); + NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); + NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); + NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); + NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); + if (g.IO.KeyCtrl) + g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (g.IO.KeyShift) + g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + #undef NAV_MAP_KEY + } + memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) + g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Process navigation init request (select first/default focus) + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow) + { + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + if (g.NavInitRequestFromMove) + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); + else + SetNavID(g.NavInitResultId, g.NavLayer); + g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + } + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavJustMovedToId = 0; + + // Process navigation move request + if (g.NavMoveRequest) + NavUpdateMoveResult(); + + // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame + if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) + { + IM_ASSERT(g.NavMoveRequest); + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + g.NavDisableHighlight = false; + g.NavMoveRequestForward = ImGuiNavForward_None; + } + + // Apply application mouse position movement, after we had a chance to process move request result. + if (g.NavMousePosDirty && g.NavIdIsAlive) + { + // Set mouse position given our knowledge of the navigated item position from last frame + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + { + g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); + g.IO.WantSetMousePos = true; + } + } + g.NavMousePosDirty = false; + } + g.NavIdIsAlive = false; + g.NavJustTabbedId = 0; + IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); + + // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + { + if (g.ActiveId != 0) + { + if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel))) + ClearActiveID(); + } + else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(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); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, 0); + g.NavIdIsAlive = false; + if (g.NavDisableMouseHover) + g.NavMousePosDirty = true; + } + else if (g.OpenPopupStack.Size > 0) + { + // Close open popup/menu + if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else if (g.NavLayer != 0) + { + // 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 + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = 0; + } + } + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); + bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + if (g.ActiveId == 0 && activate_pressed) + g.NavActivateId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + g.NavActivatePressedId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) + g.NavInputId = g.NavId; + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavDisableHighlight = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + g.NavMoveRequest = false; + + // Process programmatic activation request + if (g.NavNextActivateId != 0) + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; + g.NavNextActivateId = 0; + + // Initiate directional inputs request + const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; + if (g.NavMoveRequestForward == ImGuiNavForward_None) + { + g.NavMoveDir = ImGuiDir_None; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; + if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + if ((allowed_dir_flags & (1<Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // 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 (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) + SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) + SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with NavScrollXXX keys + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); + if (scroll_dir.x != 0.0f && window->ScrollbarX) + { + SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + g.NavMoveFromClampedRefRect = true; + } + if (scroll_dir.y != 0.0f) + { + SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + g.NavMoveFromClampedRefRect = true; + } + } + + // Reset search results + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisibleSet.Clear(); + g.NavMoveResultOther.Clear(); + + // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items + if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) + { + ImGuiWindow* window = g.NavWindow; + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1)); + if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + float pad = window->CalcFontSize() * 0.5f; + window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item + window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); + g.NavId = 0; + } + g.NavMoveFromClampedRefRect = false; + } + + // 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].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); + g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); + g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y); + g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); + g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; + IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] + g.NavScoringCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); + if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +// Apply result from previous frame navigation directional move request +static void ImGui::NavUpdateMoveResult() +{ + ImGuiContext& g = *GImGui; + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + { + // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (g.NavId != 0) + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + } + return; + } + + // Select which result to use + ImGuiNavMoveResult* 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) + if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId) + result = &g.NavMoveResultLocalVisibleSet; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == 0) + { + ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + NavScrollToBringItemIntoView(result->Window, rect_abs); + + // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); + ImVec2 delta_scroll = result->Window->Scroll - next_scroll; + result->RectRel.Translate(delta_scroll); + + // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). + if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) + NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + } + + ClearActiveID(); + g.NavWindow = result->Window; + if (g.NavId != result->ID) + { + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + g.NavJustMovedToId = result->ID; + g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId; + } + SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); + g.NavMoveFromClampedRefRect = false; +} + +static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) +{ + ImGuiContext& g = *GImGui; + if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) + { + ImGuiWindow* window = g.NavWindow; + bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); + bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); + if (page_up_held != page_down_held) // If either (not both) are pressed + { + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + } + else + { + const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + return nav_scoring_rect_offset_y; + } + } + } + return 0.0f; +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) + if (g.WindowsFocusOrder[i] == window) + return i; + return -1; +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window != NULL) + { + g.NavWindowingTarget = NULL; + return; + } + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL-TAB or Square+L/R window selection + bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window; + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + } + + // Gamepad update + g.NavWindowingTimer += g.IO.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + { + // 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)); + + // Select window to focus + const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + if (focus_change_dir != 0) + { + NavUpdateWindowingHighlightWindow(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsNavInputDown(ImGuiNavInput_Menu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + { + // 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 + if (IsKeyPressedMap(ImGuiKey_Tab, true)) + NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); + if (!g.IO.KeyCtrl) + apply_focus_window = g.NavWindowingTarget; + } + + // 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 + if (IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + g.NavWindowingToggleLayer = true; + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) + apply_toggle_layer = true; + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 move_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); + if (move_delta.x != 0.0f || move_delta.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well + SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always); + g.NavDisableMouseHover = true; + MarkIniSettingsDirty(g.NavWindowingTarget); + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + ClearActiveID(); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window); + 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)) + g.NavLayer = ImGuiNavLayer_Menu; + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + // 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->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + 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; + NavRestoreLayer(new_nav_layer); + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return "(Popup)"; + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return "(Main menu bar)"; + return "(Untitled)"; +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingList() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingList == NULL) + g.NavWindowingList = 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)); + 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]; + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + 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() +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + int mouse_button = 0; + 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 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)) + { + IM_ASSERT(0); + return false; + } + + // Early out + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); + bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + 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(); + source_drag_active = IsMouseDragging(mouse_button); + } + else + { + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + } + + if (source_drag_active) + { + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSourceOrTarget = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + BeginTooltip(); + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + { + ImGuiWindow* tooltip_window = g.CurrentWindow; + tooltip_window->SkipItems = true; + tooltip_window->HiddenFramesCanSkipItems = 1; + } + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; + } + return false; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSourceOrTarget = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinSourceOrTarget == false); + g.DragDropTargetRect = bb; + g.DragDropTargetId = id; + g.DragDropWithinSourceOrTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) + return false; + + const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; + ImGuiID id = window->DC.LastItemId; + if (id == 0) + id = window->GetIDFromRectangle(display_rect); + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinSourceOrTarget == false); + g.DragDropTargetRect = display_rect; + g.DragDropTargetId = id; + g.DragDropWithinSourceOrTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + 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) + { + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + } + + // Render default drop visuals + payload.Preview = was_accepted_previously; + 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. + 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); + if (push_clip_rect) window->DrawList->PopClipRect(); + } + + g.DragDropAcceptFrameCount = g.FrameCount; + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + return &payload; +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive ? &g.DragDropPayload : NULL; +} + +// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSourceOrTarget); + g.DragDropWithinSourceOrTarget = false; +} + + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + if (g.LogFile) + vfprintf(g.LogFile, fmt, args); + else + g.LogBuffer.appendfv(fmt, args); + va_end(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 +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + 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 + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + 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. + 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)) + { + 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); + g.LogLineFirstItem = false; + } + 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; + } +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = type; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_TTY, auto_open_depth); + g.LogFile = stdout; +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + FILE* f = ImFileOpen(filename, "ab"); + if (f == NULL) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Buffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogType) + { + case ImGuiLogType_TTY: + fflush(g.LogFile); + break; + case ImGuiLogType_File: + fclose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; + } + + g.LogEnabled = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); + const bool log_to_tty = Button("Log To TTY"); SameLine(); + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushAllowKeyboardFocus(false); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopAllowKeyboardFocus(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + g.SettingsWindows.push_back(ImGuiWindowSettings()); + ImGuiWindowSettings* settings = &g.SettingsWindows.back(); + if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + name = p; + settings->Name = ImStrdup(name); + settings->ID = ImHashStr(name); + return settings; +} + +ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (int i = 0; i != g.SettingsWindows.Size; i++) + if (g.SettingsWindows[i].ID == id) + return &g.SettingsWindows[i]; + return NULL; +} + +ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) +{ + if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) + return settings; + return CreateNewWindowSettings(name); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].TypeHash == type_hash) + return &g.SettingsHandlers[handler_n]; + return NULL; +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + char* buf = (char*)IM_ALLOC(ini_size + 1); + char* buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf[ini_size] = 0; + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + { + name_start = type_start; // Import legacy entries that have no type + type_start = "Window"; + } + else + { + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + } + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + IM_FREE(buf); + g.SettingsLoaded = true; +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + FILE* f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + fwrite(ini_data, sizeof(char), ini_data_size, f); + fclose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + { + ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; + handler->WriteAllFn(&g, handler, &g.SettingsIniData); + } + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name)); + if (!settings) + settings = ImGui::CreateNewWindowSettings(name); + return (void*)settings; +} + +static void SettingsHandlerWindow_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiContext& g = *ctx; + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + float x, y; + int i; + if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y); + else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize); + else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); +} + +static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = window->Pos; + settings->Size = window->SizeFull; + settings->Collapsed = window->Collapsed; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve + for (int i = 0; i != g.SettingsWindows.Size; i++) + { + const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; + if (settings->Pos.x == FLT_MAX) + continue; + buf->appendf("[%s][%s]\n", handler->TypeName, settings->Name); + buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); + buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + buf->appendf("\n"); + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef __MINGW32__ +#include +#else +#include +#endif +#elif defined(__APPLE__) +#include +#endif + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#endif + +// Win32 clipboard implementation +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + static ImVector buf_local; + buf_local.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle)) + { + int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1; + buf_local.resize(buf_len); + ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return buf_local.Data; +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1; + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle); + ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && !defined(IMGUI_DISABLE_OSX_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (int i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + static ImVector clipboard_text; + int length = (int)CFDataGetLength(cf_data); + clipboard_text.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)clipboard_text.Data); + clipboard_text[length] = 0; + CFRelease(cf_data); + return clipboard_text.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + ImGuiContext& g = *GImGui; + return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin(); +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + ImGuiContext& g = *GImGui; + g.PrivateClipboard.clear(); + const char* text_end = text + strlen(text); + g.PrivateClipboard.resize((int)(text_end - text) + 1); + memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text)); + g.PrivateClipboard[(int)(text_end - text)] = 0; +} + +#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) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y) +{ + // Notify OS Input Method Editor of text input position + if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle) + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM cf; + cf.ptCurrentPos.x = x; + cf.ptCurrentPos.y = y; + cf.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &cf); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} + +#endif + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUG WINDOW +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_METRICS_WINDOW +void ImGui::ShowMetricsWindow(bool* p_open) +{ + if (!ImGui::Begin("Dear ImGui Metrics", p_open)) + { + ImGui::End(); + return; + } + + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; + + static bool show_windows_begin_order = false; + static bool show_windows_rects = false; + static int show_windows_rect_type = WRT_WorkRect; + static bool show_drawcmd_clip_rects = true; + + 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(); + + struct Funcs + { + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + 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_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentsRegionRect) { return window->ContentsRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + + static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) + { + 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()) + { + 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; + + 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), "Draw %4d triangles, tex 0x%p, clip_rect (%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 (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) + { + ImRect clip_rect = pcmd->ClipRect; + ImRect vtxs_rect; + for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) + vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); + clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255)); + vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255)); + } + if (!pcmd_node_open) + continue; + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset); + ImGuiListClipper clipper(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++) + { + char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangles_pos[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i; + ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; + triangles_pos[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) ? "elem" : " ", 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()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + 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; + for (int i = 0; i < windows.Size; i++) + Funcs::NodeWindow(windows[i], "Window"); + ImGui::TreePop(); + } + + static void NodeWindow(ImGuiWindow* window, const char* label) + { + if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) + return; + 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)", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.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(); + } + ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.size_in_bytes()); + ImGui::TreePop(); + } + + 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); + ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); + if (ImGui::TreeNode(tab_bar, "%s", buf)) + { + 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("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); + if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); + ImGui::Text("%02d%c Tab 0x%08X", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID); + ImGui::PopID(); + } + ImGui::TreePop(); + } + } + }; + + // Access private state, we are going to display the draw lists from last frame + ImGuiContext& g = *GImGui; + Funcs::NodeWindows(g.Windows, "Windows"); + if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) + { + for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) + Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); + ImGui::TreePop(); + } + + if (ImGui::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" : ""); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) + { + for (int n = 0; n < g.TabBars.Data.Size; n++) + Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); + ImGui::TreePop(); + } + + 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("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->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("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("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + 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("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + ImGui::TreePop(); + } + + 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::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); + if (show_windows_rects && g.NavWindow) + { + 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(); + } + ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); + ImGui::TreePop(); + } + + if (show_windows_rects || show_windows_begin_order) + { + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (show_windows_rects) + { + ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = ImGui::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); + } + } + } + ImGui::End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) { } + +#endif + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- diff --git a/ImGui/imgui.h b/ImGui/imgui.h new file mode 100644 index 0000000..a81296f --- /dev/null +++ b/ImGui/imgui.h @@ -0,0 +1,2219 @@ +// dear imgui, v1.72 WIP +// (headers) + +// See imgui.cpp file for documentation. +// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. +// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Get latest version at https://github.com/ocornut/imgui + +/* + +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) + +*/ + +#pragma once + +// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) +#include "imconfig.h" +#endif + +//----------------------------------------------------------------------------- +// Header mess +//----------------------------------------------------------------------------- + +#include // FLT_MAX +#include // va_list +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// 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 "1.72 WIP" +#define IMGUI_VERSION_NUM 17101 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// 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) +// 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. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#if defined(__clang__) || defined(__GNUC__) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions. +#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_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. +#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Warnings +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#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 +#endif + +//----------------------------------------------------------------------------- +// Forward declarations and basic types +//----------------------------------------------------------------------------- + +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +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 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 +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro +struct ImGuiPayload; // User data payload for drag and drop operations +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 ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") + +// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +#ifndef ImTextureID +typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) +#endif +typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) +typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction +typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) +typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +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 ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); + +// Scalar data types +typedef signed char ImS8; // 8-bit signed integer == char +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) +typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include +typedef int64_t ImS64; // 64-bit signed integer (pre C++11) +typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) +#else +typedef signed long long ImS64; // 64-bit signed integer (post C++11) +typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) +#endif + +// 2D vector (often used to store positions, sizes, etc.) +struct ImVec2 +{ + float x, y; + ImVec2() { x = y = 0.0f; } + ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// 4D vector (often used to store floating-point colors) +struct ImVec4 +{ + 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 +}; + +//----------------------------------------------------------------------------- +// ImGui: Dear ImGui end-user API +// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) +//----------------------------------------------------------------------------- + +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. + // All those functions are not reliant on the current context. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + 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); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + 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(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui 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. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + 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 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 Metrics/Debug 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) + + // 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 + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - You may append multiple times to the same window during the same frame. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - Begin() return 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 End() for each Begin() call, regardless of its return value! + // [this is due to legacy reason and 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.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - 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 [this is due to legacy reason and 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.] + 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(); + + // Windows Utilities + // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) + IMGUI_API ImVec2 GetWindowSize(); // get current window size + IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) + IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + + // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + 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 + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + 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 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. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // 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, 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 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 + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // set 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 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 float CalcItemWidth(); // width of item given pushed settings and current cursor position + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping 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(); + + // Cursor / Layout + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + 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 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) + IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. + IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. + 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 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) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most + // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - The resulting ID are hashes of the entire stack. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button + IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + 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, 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 Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + + // Widgets: Combo Box + // - The new 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. + 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); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drags + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that 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 address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); + 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"); + 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"); + 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); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); + + // Widgets: Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg"); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* 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.) + // - 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 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 + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id = NULL); // " + 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 void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + 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. + 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 + 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)); + IMGUI_API void PlotHistogram(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)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + 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 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 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, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + 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(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. + // User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. + IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and 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 BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows). + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside) + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. + IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack. + IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. + + // Columns + // - 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!) + 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 + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // [BETA API] API may evolve! + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + 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) + + // Drag and Drop + // [BETA API] API may evolve! + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If 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() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + 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 + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" + 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. + // - 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(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + 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). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + 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. + + // 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. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. + IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame + IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities + 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]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! + IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down).. + IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle) + IMGUI_API bool IsAnyMouseDown(); // is any mouse button held + IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle) + IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. + IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) + IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into + IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold. + IMGUI_API void ResetMouseDragDelta(int button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type + IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. + + // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + 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. + + // 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); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) + ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() + + // [Obsolete] + //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) +}; + +// Flags for ImGui::InputText() +enum ImGuiInputTextFlags_ +{ + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + 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_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) + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (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) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). + //ImGuiTreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53] +#endif +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display grayed out text +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead. + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir_ +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array +enum ImGuiKey_ +{ + ImGuiKey_Tab, + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_A, // for text edit CTRL+A: select all + ImGuiKey_C, // for text edit CTRL+C: copy + ImGuiKey_V, // for text edit CTRL+V: paste + ImGuiKey_X, // for text edit CTRL+X: cut + ImGuiKey_Y, // for text edit CTRL+Y: redo + ImGuiKey_Z, // for text edit CTRL+Z: undo + ImGuiKey_COUNT +}; + +// Gamepad/Keyboard directional 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. +enum ImGuiNavInput_ +{ + // Gamepad Mapping + ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) + ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) + ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) + ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) + ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) + ImGuiNavInput_DpadRight, // + ImGuiNavInput_DpadUp, // + ImGuiNavInput_DpadDown, // + ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down + ImGuiNavInput_LStickRight, // + ImGuiNavInput_LStickUp, // + ImGuiNavInput_LStickDown, // + ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + + // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. + // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. + ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt + ImGuiNavInput_KeyTab_, // tab // = Tab key + ImGuiNavInput_KeyLeft_, // move left // = Arrow keys + ImGuiNavInput_KeyRight_, // move right + ImGuiNavInput_KeyUp_, // move up + ImGuiNavInput_KeyDown_, // move down + ImGuiNavInput_COUNT, + ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +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_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. + + // 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) + 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. +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-bits indices. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + 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_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] + //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. + //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly. +// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + 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] + , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53] +#endif +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +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_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_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_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, + ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +#endif +}; + +// 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 +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] +#endif +}; + +// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_Always = 1 << 0, // Set the variable + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// Helpers: Memory allocations macros +// 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 dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewDummy {}; +inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) +#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// Helper: 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 data structures are relying on it. +// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// 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. +//----------------------------------------------------------------------------- + +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) 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; } +}; + +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + 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 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). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). + ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + 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-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. + bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + 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. + ImVec4 Colors[ImGuiCol_COUNT]; + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration (fill once) // Default value + //------------------------------------------------------------------ + + 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. + 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. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. + float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + void* UserData; // = NULL // Store your own data for retrieval by callbacks. + + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + 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 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. + + //------------------------------------------------------------------ + // Platform Functions + // (the imgui_impl_xxxx back-end 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. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL + void* BackendRendererUserData; // = NULL + void* BackendLanguageUserData; // = NULL + + // 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) + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + 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() + //------------------------------------------------------------------ + + 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. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). 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. + bool KeyCtrl; // Keyboard modifier pressed: Control + bool KeyShift; // Keyboard modifier pressed: Shift + bool KeyAlt; // Keyboard modifier pressed: Alt + bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows + bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). + float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). + + // Functions + IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string + IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually + + //------------------------------------------------------------------ + // Output - Retrieve after calling NewFrame() + //------------------------------------------------------------------ + + bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, 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; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, 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 io.WantTextInput is true, you may display an on-screen keyboard. This is set by 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. 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: You need to clear io.WantSaveIniSettings yourself. + bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Application framerate estimation, 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 + int MetricsActiveWindows; // Number of active windows + int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point + float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) + float KeysDownDurationPrev[512]; // Previous duration the key has been down + float NavInputsDownDuration[ImGuiNavInput_COUNT]; + float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// Misc data structures +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + 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. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.72 (from July 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); } + static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; } + // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + static inline void ShowTestWindow() { return ShowDemoWindow(); } + static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } + static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } + static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } + static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } + // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead. + static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } + static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } + static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); } +} +typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent +typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; +#endif + +//----------------------------------------------------------------------------- +// Helpers +//----------------------------------------------------------------------------- + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + struct ImGuiStoragePair + { + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + }; + + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + + // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); +}; + +// Helper: Manually clip large list of items. +// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null. +// Usage: +// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor). +// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. +// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) +// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. +struct ImGuiListClipper +{ + float StartPosY; + float ItemsHeight; + int ItemsCount, StepNo, DisplayStart, DisplayEnd; + + // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step). + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step(). + ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want). + ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false. + + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. +}; + +// Helpers macros to generate 32-bits encoded colors +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; } + ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } + ImColor(const ImVec4& col) { Value = col; } + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } +}; + +//----------------------------------------------------------------------------- +// Draw List 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. +//----------------------------------------------------------------------------- + +// Draw callbacks for advanced uses. +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// 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. +#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. +// 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) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' +// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. +struct ImDrawCmd +{ + unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. + unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. + ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // The draw callback code can access this. + + ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } +}; + +// Vertex index +// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) +// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; +#endif + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// 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. +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() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +enum ImDrawCornerFlags_ +{ + 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 +}; + +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) + ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// 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) +// 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 +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + 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 _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'. + 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 + ImDrawListSplitter _Splitter; // [Internal] for channels api + + // 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; _OwnerName = NULL; Clear(); } + ~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) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = 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& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); + 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 AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, 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& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 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& centre, float radius, float a_min, float a_max, int num_segments = 10); + IMGUI_API void PathArcToFast(const ImVec2& centre, 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& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); + + // 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. + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Internal helpers + // NB: all primitives needs to be reserved via PrimReserve() beforehand! + IMGUI_API void Clear(); + IMGUI_API void ClearFreeMemory(); + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + 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); } + IMGUI_API void UpdateClipRect(); + IMGUI_API void UpdateTextureID(); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +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) + 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! + 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) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + 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. + 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. + const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. + 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. + 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. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +struct ImFontGlyph +{ + ImWchar Codepoint; // 0x0000..0xFFFF + 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 +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset + ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font + ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. + // 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* 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 + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // 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 misc/fonts/README.txt for more details about using colorful icons. + IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. + const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // 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. + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + 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(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Internal data + int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +#endif +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + bool DirtyLookupTables; // 1 // out // + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; + float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; + IMGUI_API void 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 = 0.0f, bool cpu_fine_clip = false) const; + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetFallbackChar(ImWchar c); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+ +#endif +}; + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic 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" +#endif diff --git a/ImGui/imgui_draw.cpp b/ImGui/imgui_draw.cpp new file mode 100644 index 0000000..e7c5e82 --- /dev/null +++ b/ImGui/imgui_draw.cpp @@ -0,0 +1,3358 @@ +// dear imgui, v1.72 WIP +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // vsnprintf, sscanf, printf +#if !defined(alloca) +#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__) +#include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) +#elif defined(_WIN32) +#include // alloca +#if !defined(alloca) +#define alloca _alloca // for clang with MS Codegen +#endif +#else +#include // alloca +#endif +#endif + +// 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 +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wcomma") +#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here // +#endif +#if __has_warning("-Wreserved-id-macro") +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // +#endif +#if __has_warning("-Wdouble-promotion") +#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. +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#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] STB libraries implementation +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#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 + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#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 +#define STBRP_STATIC +#define STBRP_ASSERT(x) IM_ASSERT(x) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#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 +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) IM_ASSERT(x) +#define STBTT_fmod(x,y) ImFmod(x,y) +#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_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + 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_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); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + 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_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); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + 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_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); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + 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_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); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + 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_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]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + 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_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); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + 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_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]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + Font = NULL; + FontSize = 0.0f; + CurveTessellationTol = 0.0f; + ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); + InitialFlags = ImDrawListFlags_None; + + // Const data + for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12); + CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a)); + } +} + +void ImDrawList::Clear() +{ + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None; + _VtxCurrentOffset = 0; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _Path.resize(0); + _Splitter.Clear(); +} + +void ImDrawList::ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds +#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen) +#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL) + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = GetCurrentClipRect(); + draw_cmd.TextureId = GetCurrentTextureId(); + draw_cmd.VtxOffset = _VtxCurrentOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) +{ + ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; + if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL) + { + AddDrawCmd(); + current_cmd = &CmdBuffer.back(); + } + current_cmd->UserCallback = callback; + current_cmd->UserCallbackData = callback_data; + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::UpdateClipRect() +{ + // If current command is used with different settings we need to add a new command + const ImVec4 curr_clip_rect = GetCurrentClipRect(); + ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL; + if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL) + { + AddDrawCmd(); + return; + } + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; + if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); + else + curr_cmd->ClipRect = curr_clip_rect; +} + +void ImDrawList::UpdateTextureID() +{ + // If current command is used with different settings we need to add a new command + const ImTextureID curr_texture_id = GetCurrentTextureId(); + ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; + if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL) + { + AddDrawCmd(); + return; + } + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; + if (curr_cmd->ElemCount == 0 && prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); + else + curr_cmd->TextureId = curr_texture_id; +} + +#undef GetCurrentClipRect +#undef GetCurrentTextureId + +// 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) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect && _ClipRectStack.Size) + { + ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1]; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + UpdateClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + IM_ASSERT(_ClipRectStack.Size > 0); + _ClipRectStack.pop_back(); + UpdateClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + UpdateTextureID(); +} + +void ImDrawList::PopTextureID() +{ + IM_ASSERT(_TextureIdStack.Size > 0); + _TextureIdStack.pop_back(); + UpdateTextureID(); +} + +// NB: this can be called with negative count for removing primitives (as long as the result does not underflow) +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + _VtxCurrentOffset = VtxBuffer.Size; + _VtxCurrentIdx = 0; + AddDrawCmd(); + } + + ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1]; + draw_cmd.ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. +// Those macros expects l-values. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } +#define IM_FIXNORMAL2F(VX,VY) { 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; } + +// 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) +{ + if (points_count < 2) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + int count = points_count; + if (!closed) + count = points_count-1; + + const bool thick_line = thickness > 1.0f; + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = 1.0f; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + const int idx_count = thick_line ? count*18 : count*12; + const int vtx_count = thick_line ? points_count*4 : points_count*3; + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630 + ImVec2* temp_points = temp_normals + points_count; + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count-1] = temp_normals[points_count-2]; + + if (!thick_line) + { + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * AA_SIZE; + temp_points[1] = points[0] - temp_normals[0] * AA_SIZE; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE; + } + + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3; + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y) + dm_x *= AA_SIZE; + dm_y *= AA_SIZE; + + // Add temporary vertexes + ImVec2* out_vtx = &temp_points[i2*2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0); + _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1); + _IdxWritePtr += 12; + + idx1 = idx2; + } + + // Add vertexes + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; + _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans; + _VtxWritePtr += 3; + } + } + else + { + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); + temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness); + temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness); + temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); + } + + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4; + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertexes + ImVec2* out_vtx = &temp_points[i2*4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertexes + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Stroke + const int idx_count = count*6; + const int vtx_count = count*4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = 1.0f; + 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); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx+1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1)); + _IdxWritePtr += 3; + } + + // Compute normals + ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 + for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count-2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius == 0.0f || a_min_of_12 > a_max_of_12) + { + _Path.push_back(centre); + return; + } + _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 ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; + _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); + } +} + +void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments) +{ + if (radius == 0.0f) + { + _Path.push_back(centre); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius)); + } +} + +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) +{ + float dx = x4 - x1; + float dy = y4 - y1; + 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)) + { + path->push_back(ImVec2(x4, y4)); + } + 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); + } +} + +void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + // Auto-tessellated + PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + float t = t_step * i_step; + 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; + _Path.push_back(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)); + } + } +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners) +{ + 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); + + if (rounding <= 0.0f || rounding_corners == 0) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + 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; + 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); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(a + ImVec2(0.5f,0.5f)); + PathLineTo(b + ImVec2(0.5f,0.5f)); + PathStroke(col, false, thickness); +} + +// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags); + else + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, true, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding > 0.0f) + { + PathRect(a, b, rounding, rounding_corners_flags); + PathFillConvex(col); + } + else + { + PrimReserve(6, 4); + PrimRect(a, b, col); + } +} + +void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); + PrimWriteVtx(a, uv, col_upr_left); + PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right); + PrimWriteVtx(c, uv, col_bot_right); + PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathLineTo(d); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathLineTo(d); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // 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(centre, radius-0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // 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(centre, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(pos0); + PathBezierCurveTo(cp0, cp1, pos1, num_segments); + PathStroke(col, false, 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) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + if (text_begin == text_end) + return; + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _ClipRectStack.back(); + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(a, b, uv_a, uv_b, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) + { + AddImage(user_texture_id, a, b, uv_a, uv_b, col); + return; + } + + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(a, b, rounding, rounding_corners); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true); + + if (push_texture_id) + PopTextureID(); +} + + +//----------------------------------------------------------------------------- +// ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_ASSERT(_Current == 0 && _Count <= 1); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + _Channels.resize(channels_count); + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + if (_Channels[i]._CmdBuffer.Size == 0) + { + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); + draw_cmd.TextureId = draw_list->_TextureIdStack.back(); + _Channels[i]._CmdBuffer.push_back(draw_cmd); + } + } +} + +static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b) +{ + return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback; +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0) + draw_list->CmdBuffer.pop_back(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + ch._CmdBuffer.pop_back(); + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0])) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; + idx_offset += ch._CmdBuffer[0].ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; + cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::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) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + FontData = NULL; + FontDataSize = 0; + 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; + memset(Name, 0, sizeof(Name)); + DstFont = NULL; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X " + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X " + "X - X.X - X.....X - X.....X -X...X - X...X- X..X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X" + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X" + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X" + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X" + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X " + " X..X - X...X - X...X - X..X X..X - - X........X " + " XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX " + "------------ - X - X -X.....................X- ------------------" + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand +}; + +ImFontAtlas::ImFontAtlas() +{ + Locked = false; + Flags = ImFontAtlasFlags_None; + TexID = (ImTextureID)NULL; + TexDesiredWidth = 0; + TexGlyphPadding = 1; + + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexWidth = TexHeight = 0; + TexUvScale = ImVec2(0.0f, 0.0f); + TexUvWhitePixel = ImVec2(0.0f, 0.0f); + for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) + CustomRectIds[n] = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (int i = 0; i < ConfigData.Size; i++) + if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) + { + IM_FREE(ConfigData[i].FontData); + ConfigData[i].FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (int i = 0; i < Fonts.Size; i++) + if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) + { + Fonts[i]->ConfigData = NULL; + Fonts[i]->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) + CustomRectIds[n] = -1; +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (int i = 0; i < Fonts.Size; i++) + IM_DELETE(Fonts[i]); + Fonts.clear(); +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + { + if (ConfigData.empty()) + AddFontDefault(); + Build(); + } + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + // Invalidate texture + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char *input); +static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, unsigned int length); +static const char* GetDefaultCompressedFontDataTTFBase85(); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + + const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); + font->DisplayOffset.y = 1.0f; + return font; +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT(0); // Could not load file. + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontData = ttf_data; + font_cfg.FontDataSize = ttf_size; + font_cfg.SizePixels = size_pixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) +{ + IM_ASSERT(id >= 0x10000); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.ID = id; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.ID = id; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(CustomRectIds[0] != -1); + ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]]; + IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + return ImFontAtlasBuildWithStbTruetype(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride) + for (int i = 0; i < w; i++) + data[i] = table[data[i]]; +} + +// 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 +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const int* it_begin = in->Storage.begin(); + const int* it_end = in->Storage.end(); + for (const int* it = it_begin; it < it_end; it++) + if (int entries_32 = *it) + for (int bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & (1u << bit_n)) + out->push_back((int)((it - it_begin) << 5) + bit_n); +} + +bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildRegisterDefaultCustomRects(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + 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) + 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."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + return false; + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint, true); + dst_tmp.GlyphsSet.SetBit(codepoint, true); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBoolVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); + const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + + const float char_advance_x_org = pc.xadvance; + const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); + float char_off_x = font_off_x; + if (char_advance_x_org != char_advance_x_mod) + char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; + + // Register glyph + stbtt_aligned_quad q; + float dummy_x = 0.0f, dummy_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0); + dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod); + } + } + + // Cleanup temporary (ImVector doesn't honor destructor) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + src_tmp_array[src_i].~ImFontBuildSrcData(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas) +{ + if (atlas->CustomRectIds[0] >= 0) + return; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2); +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + font->ConfigData = font_config; + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } + font->ConfigDataCount++; +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. + + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width; + pack_rects[i].h = user_rects[i].Height; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = pack_rects[i].x; + user_rects[i].Y = pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->CustomRectIds[0] >= 0); + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); + ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; + IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); + IM_ASSERT(r.IsPacked()); + + const int w = atlas->TexWidth; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + { + // Render/copy pixels + IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++) + for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++) + { + const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w; + const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; + atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00; + atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00; + } + } + else + { + 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; + } + atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y); +} + +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data block + ImFontAtlasBuildRenderDefaultTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect& r = atlas->CustomRects[i]; + if (r.Font == NULL || r.ID > 0x10000) + continue; + + IM_ASSERT(r.Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(&r, &uv0, &uv1); + r.Font->AddGlyph((ImWchar)r.ID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX); + } + + // Build all fonts lookup tables + for (int i = 0; i < atlas->Fonts.Size; i++) + if (atlas->Fonts[i]->DirtyLookupTables) + atlas->Fonts[i]->BuildLookupTable(); +} + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD79D, // Korean characters + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas glyph ranges helpers +//------------------------------------------------------------------------- + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // 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[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF // Half-width characters + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +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. + // 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, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF // Half-width characters + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + if (c < 0x10000) + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (ImWchar c = ranges[0]; c <= ranges[1]; c++) + AddChar(c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + int max_codepoint = 0x10000; + for (int n = 0; n < max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint - 1 && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = (ImWchar)'?'; + DisplayOffset = ImVec2(0.0f, 0.0f); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1); + } + + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; +} + +void ImFont::SetFallbackChar(ImWchar c) +{ + FallbackChar = c; + BuildLookupTable(); +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs.back(); + glyph.Codepoint = (ImWchar)codepoint; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX + + if (ConfigData->PixelSnapH) + glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f); + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + int index_size = IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const +{ + if (c >= IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const +{ + if (c >= IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const +{ + // Simple word-wrapping for English, not full-featured. Please submit failing cases! + // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) + + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) + break; + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0,0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + { + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below + } + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + + // Wrapping skips upcoming blanks + while (s < text_end) + { + const char c = *s; + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + } + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const +{ + if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded. + return; + if (const ImFontGlyph* glyph = FindGlyph(c)) + { + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + pos.x = (float)(int)pos.x + DisplayOffset.x; + pos.y = (float)(int)pos.y + DisplayOffset.y; + draw_list->PrimReserve(6, 4); + 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); + } +} + +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) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + pos.x = (float)(int)pos.x + DisplayOffset.x; + pos.y = (float)(int)pos.y + DisplayOffset.y; + float x = pos.x; + float y = pos.y; + if (y > clip_rect.w) + return; + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y && !word_wrap_enabled) + while (y + line_height < clip_rect.y && s < text_end) + { + s = (const char*)memchr(s, '\n', text_end - s); + s = s ? s + 1 : text_end; + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + { + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x)); + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below + } + + if (s >= word_wrap_eol) + { + x = pos.x; + y += line_height; + word_wrap_eol = NULL; + + // Wrapping skips upcoming blanks + while (s < text_end) + { + const char c = *s; + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + } + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + x = pos.x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + float char_width = 0.0f; + if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c)) + { + char_width = glyph->AdvanceX * scale; + + // Arbitrarily assume that both space and tabs are empty glyphs as an optimization + if (c != ' ' && c != '\t') + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // 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 += 4; + vtx_current_idx += 4; + idx_write += 6; + } + } + } + } + + x += char_width; + } + + // Give back unused vertices + draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data)); + draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data)); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_current_idx; +} + +//----------------------------------------------------------------------------- +// [SECTION] Internal Render Helpers +// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state) +//----------------------------------------------------------------------------- +// - RenderMouseCursor() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderPixelEllipsis() +//----------------------------------------------------------------------------- + +void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) +{ + if (mouse_cursor == ImGuiMouseCursor_None) + return; + IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + + const ImU32 col_shadow = IM_COL32(0, 0, 0, 48); + const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black + const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White + + ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; + ImVec2 offset, size, uv[4]; + if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + { + pos -= offset; + const 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)*scale + size*scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + } + } + draw_list->PathFillConvex(col); +} + +// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it, +// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match +// the boldness or positioning of what the font uses... +void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count) +{ + ImFont* font = draw_list->_Data->Font; + const float font_scale = draw_list->_Data->FontSize / font->FontSize; + pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f); + for (int dot_n = 0; dot_n < count; dot_n++) + draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col); +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen, i; + + blocklen = buflen % 5552; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + unsigned int olen; + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) +// Download and more information at http://upperbounds.net +//----------------------------------------------------------------------------- +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +//----------------------------------------------------------------------------- +static const char proggy_clean_ttf_compressed_data_base85[11980+1] = + "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" + "2*>]b(MC;$jPfY.;h^`IWM9Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1=Ke$$'5F%)]0^#0X@U.a$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;--VsM.M0rJfLH2eTM`*oJMHRC`N" + "kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`�j@'DbG&#^$PG.Ll+DNa&VZ>1i%h1S9u5o@YaaW$e+bROPOpxTO7Stwi1::iB1q)C_=dV26J;2,]7op$]uQr@_V7$q^%lQwtuHY]=DX,n3L#0PHDO4f9>dC@O>HBuKPpP*E,N+b3L#lpR/MrTEH.IAQk.a>D[.e;mc." + "x]Ip.PH^'/aqUO/$1WxLoW0[iLAw=4h(9.`G" + "CRUxHPeR`5Mjol(dUWxZa(>STrPkrJiWx`5U7F#.g*jrohGg`cg:lSTvEY/EV_7H4Q9[Z%cnv;JQYZ5q.l7Zeas:HOIZOB?Ggv:[7MI2k).'2($5FNP&EQ(,)" + 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v1.72 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! +// Set: +// #define IMGUI_DEFINE_MATH_OPERATORS +// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) + +/* + +Index of this file: +// Header mess +// Forward declarations +// STB libraries includes +// Context pointer +// Generic helpers +// Misc data structures +// Main imgui context +// Tab bar, tab item +// Internal API + +*/ + +#pragma once + +//----------------------------------------------------------------------------- +// Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#error Must include imgui.h before imgui_internal.h +#endif + +#include // FILE* +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// 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) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#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" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" +#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 +#endif + +//----------------------------------------------------------------------------- +// Forward declarations +//----------------------------------------------------------------------------- + +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 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 ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiNavMoveResult; // Result of a directional navigation move query result +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +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 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 ImGuiWindowSettings; // Storage for window settings stored in .ini file (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 ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +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 +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() + +//------------------------------------------------------------------------- +// STB libraries includes +//------------------------------------------------------------------------- + +namespace ImStb +{ + +#undef STB_TEXTEDIT_STRING +#undef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_STRING ImGuiInputTextState +#define STB_TEXTEDIT_CHARTYPE ImWchar +#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#include "imstb_textedit.h" + +} // namespace ImStb + +//----------------------------------------------------------------------------- +// Context pointer +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// Generic helpers +//----------------------------------------------------------------------------- + +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#define IM_TABSIZE (4) + +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] +#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 + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Helpers: UTF-8 <> wchar +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 + +// Helpers: Misc +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 void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0); +IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImIsPowerOfTwo(int 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; } +#define ImQsort qsort +#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] +#endif + +// Helpers: Geometry +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); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); +IMGUI_API char* ImStrdup(const char* str); +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); +IMGUI_API int ImStrlenW(const ImWchar* str); +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); +IMGUI_API void ImStrTrimBlanks(char* str); +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// 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 +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); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +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); } +#endif + +// Helpers: Maths +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_MATH_FUNCTIONS +static inline float ImFabs(float x) { return fabsf(x); } +static inline float ImSqrt(float x) { return sqrtf(x); } +static inline float ImPow(float x, float y) { return powf(x, y); } +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImFmod(float x, float y) { return fmodf(x, y); } +static inline double ImFmod(double x, double y) { return fmod(x, y); } +static inline float ImCos(float x) { return cosf(x); } +static inline float ImSin(float x) { return sinf(x); } +static inline float ImAcos(float x) { return acosf(x); } +static inline float ImAtan2(float y, float x) { return atan2f(y, x); } +static inline double ImAtof(const char* s) { return atof(s); } +static inline float ImFloorStd(float x) { return 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 stb_truetype) +static inline float ImCeil(float x) { return ceilf(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for variety of types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * 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 ImFloor(float f) { return (float)(int)f; } +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); } + +// Helper: ImBoolVector. Store 1-bit per value. +// Note that Resize() currently clears the whole vector. +struct ImBoolVector +{ + ImVector Storage; + ImBoolVector() { } + void Resize(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (Storage[off] & mask) != 0; } + void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; } +}; + +// 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. +typedef int ImPoolIdx; +template +struct IMGUI_API ImPool +{ + ImVector Data; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + + ImPool() { FreeIdx = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Data[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } + T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); } + int GetSize() const { return Data.Size; } +}; + +//----------------------------------------------------------------------------- +// Misc data structures +//----------------------------------------------------------------------------- + +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat + ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item + ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) + ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) + ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] + ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions + ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on +}; + +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Vertical = 1 << 0 +}; + +enum ImGuiDragFlags_ +{ + ImGuiDragFlags_None = 0, + ImGuiDragFlags_Vertical = 1 << 0 +}; + +enum ImGuiColumnsFlags_ +{ + // 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. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_PressedOnClick = 1 << 21, + ImGuiSelectableFlags_PressedOnRelease = 1 << 22, + ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) + ImGuiSelectableFlags_AllowItemOverlap = 1 << 24 +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 +}; + +// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// This is going to be exposed in imgui.h when stabilized enough. +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_NoTabStop = 1 << 0, // false + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false + 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_Default_ = 0 +}; + +// Storage for LastItem data +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + 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_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + +#ifdef IMGUI_ENABLE_TEST_ENGINE + , // [imgui_tests only] + ImGuiItemStatusFlags_Openable = 1 << 10, // + ImGuiItemStatusFlags_Opened = 1 << 11, // + ImGuiItemStatusFlags_Checkable = 1 << 12, // + ImGuiItemStatusFlags_Checked = 1 << 13 // +#endif +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +enum ImGuiLogType +{ + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram +}; + +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_COUNT +}; + +// FIXME-NAV: Clarify/expose various repeat delay/rate +enum ImGuiInputReadMode +{ + ImGuiInputReadMode_Down, + ImGuiInputReadMode_Pressed, + ImGuiInputReadMode_Released, + ImGuiInputReadMode_Repeat, + ImGuiInputReadMode_RepeatSlow, + ImGuiInputReadMode_RepeatFast +}; + +enum ImGuiNavHighlightFlags_ +{ + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. + ImGuiNavHighlightFlags_NoRounding = 1 << 3 +}; + +enum ImGuiNavDirSourceFlags_ +{ + ImGuiNavDirSourceFlags_None = 0, + ImGuiNavDirSourceFlags_Keyboard = 1 << 0, + ImGuiNavDirSourceFlags_PadDPad = 1 << 1, + ImGuiNavDirSourceFlags_PadLStick = 1 << 2 +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. +}; + +enum ImGuiNavForward +{ + ImGuiNavForward_None, + ImGuiNavForward_ForwardQueued, + ImGuiNavForward_ForwardActive +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) + ImGuiNavLayer_COUNT +}; + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox +}; + +// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +struct ImVec1 +{ + float x; + ImVec1() { x = 0.0f; } + ImVec1(float _x) { x = _x; } +}; + +// 2D axis aligned bounding-box +// NB: we can't rely on ImVec2 math operators being available here +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {} + ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + 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; } + 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 + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in byte + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiGroupData +{ + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + float Spacing; + float Width, NextWidth; + float Pos[3], NextWidths[3]; + + ImGuiMenuColumns(); + void Update(int count, float spacing, bool clear); + float DeclColumns(float w0, float w1, float w2); + float CalcExtraSpace(float avail_w); +}; + +// Internal state of the currently focused/edited text input box +struct IMGUI_API ImGuiInputTextState +{ + ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not. + ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) + int BufCapacityA; // end-user buffer capacity + float ScrollX; // horizontal scrolling/offset + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + 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 + + // Temporarily set when active + ImGuiInputTextFlags UserFlags; + ImGuiInputTextCallback UserCallback; + void* UserCallbackData; + + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation +}; + +// Windows data saved in imgui.ini file +struct ImGuiWindowSettings +{ + char* Name; + ImGuiID ID; + ImVec2 Pos; + ImVec2 Size; + bool Collapsed; + + ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2(0,0); Collapsed = false; } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +// Storage for current popup stack +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + 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; } +}; + +struct ImGuiColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiColumnsFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; } +}; + +struct ImGuiColumns +{ + ImGuiID ID; + ImGuiColumnsFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + + 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(); + } +}; + +// Data shared between all ImDrawList instances +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float CurveTessellationTol; + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + + // Const data + // FIXME: Bake rounded corners fill/borders in atlas + ImVec2 CircleVtx12[12]; + + ImDrawListSharedData(); +}; + +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(); } + IMGUI_API void FlattenIntoSingleLayer(); +}; + +struct ImGuiNavMoveResult +{ + ImGuiID ID; // Best candidate + ImGuiID SelectScopeId;// Best candidate window current selectable group ID + ImGuiWindow* Window; // Best candidate window + 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() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6 +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth(). + bool OpenVal; // Set by SetNextItemOpen() function. + ImGuiCond OpenCond; + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } +}; + +//----------------------------------------------------------------------------- +// Tabs +//----------------------------------------------------------------------------- + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; +}; + +struct ImGuiTabBarRef +{ + ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int IndexInMainPool; + + ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; } + ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; } +}; + +//----------------------------------------------------------------------------- +// Main imgui context +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame() + bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame() + bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiStyle Style; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountRendered; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front + ImVector WindowsSortBuffer; + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + ImGuiWindow* CurrentWindow; // Being drawn into + ImGuiWindow* HoveredWindow; // Will catch mouse inputs + ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + + // Item/widgets state and tracking information + ImGuiID HoveredId; // Hovered widget + bool HoveredIdAllowOverlap; + ImGuiID HoveredIdPreviousFrame; + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + 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; + int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) + int ActiveIdBlockNavInputFlags; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Next window/item data + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + 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() + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + + // Navigation data (for gamepad/keyboard) + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' + ImGuiID NavId; // Focused item for navigation + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 + ImGuiID NavJustTabbedId; // Just tabbed to this id. + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest). + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. + ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. + int NavScoringCount; // Metrics for debugging + ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most. + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f + ImGuiWindow* NavWindowingList; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid + bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) + bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) + bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiID NavInitResultId; + ImRect NavInitResultRectRel; + bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items + bool NavMoveRequest; // Move request for this frame + ImGuiNavMoveFlags NavMoveRequestFlags; + ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) + ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request + ImGuiDir NavMoveClipDir; + 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) + + // Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!) + ImGuiWindow* FocusRequestCurrWindow; // + ImGuiWindow* FocusRequestNextWindow; // + int FocusRequestCurrCounterAll; // 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 FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index + int FocusRequestNextCounterAll; // Stored for next frame + int FocusRequestNextCounterTab; // " + bool FocusTabPressed; // + + // 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 + bool DragDropActive; + bool DragDropWithinSourceOrTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly + unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads + + // Tab bars + ImPool TabBars; + ImGuiTabBar* CurrentTabBar; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Widget state + ImVec2 LastValidMousePos; + ImGuiInputTextState InputTextState; + ImFont InputTextPasswordFont; + ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImVec4 ColorPickerRef; + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + 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; + ImVector PrivateClipboard; // If no custom clipboard handler is defined + + // Range-Select/Multi-Select + // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] + ImGuiID MultiSelectScopeId; + + // Platform support + ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor + ImVec2 PlatformImeLastPos; + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImVector SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving) + + // Logging + bool LogEnabled; + ImGuiLogType LogType; + FILE* 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. + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Debug Tools + bool DebugItemPickerActive; + ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id + + // Misc + float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. + int FramerateSecPerFrameIdx; + 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) + { + Initialized = false; + FrameScopeActive = FrameScopePushedImplicitWindow = false; + Font = NULL; + FontSize = FontBaseSize = 0.0f; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountRendered = -1; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredRootWindow = NULL; + MovingWindow = NULL; + + HoveredId = 0; + HoveredIdAllowOverlap = false; + HoveredIdPreviousFrame = 0; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdAllowNavDirFlags = 0x00; + ActiveIdBlockNavInputFlags = 0x00; + ActiveIdClickOffset = ImVec2(-1,-1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; + + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + NavWindow = NULL; + NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; + NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0; + NavInputSource = ImGuiInputSource_None; + NavScoringRectScreen = ImRect(); + NavScoringCount = 0; + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavLayer = ImGuiNavLayer_Main; + NavIdTabCounter = INT_MAX; + NavIdIsAlive = false; + NavMousePosDirty = false; + NavDisableHighlight = true; + NavDisableMouseHover = false; + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavInitResultId = 0; + NavMoveFromClampedRefRect = false; + NavMoveRequest = false; + NavMoveRequestFlags = 0; + NavMoveRequestForward = ImGuiNavForward_None; + NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + + FocusRequestCurrWindow = FocusRequestNextWindow = NULL; + FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX; + FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX; + FocusTabPressed = 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 = DragDropWithinSourceOrTarget = false; + DragDropSourceFlags = 0; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = 0; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + CurrentTabBar = NULL; + + LastValidMousePos = ImVec2(0.0f, 0.0f); + TempInputTextId = 0; + ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + ScrollbarClickDeltaToGrabCenter = 0.0f; + TooltipOverrideCount = 0; + + MultiSelectScopeId = 0; + + PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + + LogEnabled = false; + LogType = ImGuiLogType_None; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + DebugItemPickerActive = false; + DebugItemPickerBreakID = 0; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempBuffer, 0, sizeof(TempBuffer)); + } +}; + +//----------------------------------------------------------------------------- +// ImGuiWindow +//----------------------------------------------------------------------------- + +// 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. +struct IMGUI_API ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position in client area with padding + 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 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; + float PrevLineTextBaseOffset; + int TreeDepth; + ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImGuiID LastItemId; + ImGuiItemStatusFlags LastItemStatusFlags; + ImRect LastItemRect; // Interaction rect + ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. + int NavLayerActiveMask; // Which layer have been written to (result from previous frame) + int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) + bool NavHideHighlightOneFrame; + bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImVector ChildWindows; + ImGuiStorage* StateStorage; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) + int FocusCounterTab; // (same, but only count widgets which you can Tab through) + + // 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 + + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 GroupOffset; + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImGuiColumns* CurrentColumns; // Current columns set + + ImGuiWindowTempData() + { + CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); + CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); + CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; + TreeDepth = 0; + TreeStoreMayJumpToParentOnPop = 0x00; + LastItemId = 0; + LastItemStatusFlags = 0; + LastItemRect = LastItemDisplayRect = ImRect(); + NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; + NavLayerCurrent = ImGuiNavLayer_Main; + NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + NavHideHighlightOneFrame = false; + NavHasScroll = false; + MenuBarAppending = false; + MenuBarOffset = ImVec2(0.0f, 0.0f); + StateStorage = NULL; + LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; + FocusCounterAll = FocusCounterTab = -1; + + ItemFlags = ImGuiItemFlags_Default_; + ItemWidth = 0.0f; + TextWrapPos = -1.0f; + memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); + + Indent = ImVec1(0.0f); + GroupOffset = ImVec1(0.0f); + ColumnsOffset = ImVec1(0.0f); + CurrentColumns = NULL; + } +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + char* Name; + ImGuiID ID; // == ImHash(Name) + ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + 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 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. + float WindowBorderSize; // Window border size at the time of begin. + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis + bool ScrollbarX, ScrollbarY; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== (HiddenFrames*** > 0)) + 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. + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + int AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + int AutoFitChildAxises; + 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. + 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. + + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack + + // 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) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward). + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + + int LastFrameActive; // Last frame number the window was Active. + float ItemWidthDefault; + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); + ImGuiID GetIDNoKeepAlive(const void* ptr); + ImGuiID GetIDNoKeepAlive(int n); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWidow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } +}; + +// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. +struct ImGuiItemHoveredDataBackup +{ + ImGuiID LastItemId; + ImGuiItemStatusFlags LastItemStatusFlags; + ImRect LastItemRect; + ImRect LastItemDisplayRect; + + ImGuiItemHoveredDataBackup() { Backup(); } + void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } + void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } +}; + +//----------------------------------------------------------------------------- +// Tab bar, tab item +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout. +}; + +// Storage for one active tab item (sizeof() 26~32 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float WidthContents; // Width of actual contents, stored during BeginTabItem() call + + ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; } +}; + +// Storage for a tab bar (sizeof() 92~96 bytes) +struct ImGuiTabBar +{ + ImVector Tabs; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float ContentsHeight; + float OffsetMax; // Distance from BarRect.Min.x, locked during layout + float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + ImGuiTabBarFlags Flags; + ImGuiID ReorderRequestTabId; + int ReorderRequestDir; + bool WantLayout; + bool VisibleTabWasSubmitted; + short LastTabItemIdx; // For BeginTabItem()/EndTabItem() + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + 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 && tab->NameOffset < TabsNames.Buf.Size); + return TabsNames.Buf.Data + tab->NameOffset; + } +}; + +//----------------------------------------------------------------------------- +// Internal API +// No guarantee of forward compatibility here. +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crash because g.CurrentWindow is NULL it means that either + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void FocusWindow(ImGuiWindow* window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); + IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); + 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); + + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + + // Init + IMGUI_API void Initialize(ImGuiContext* context); + IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Basic Accessors + inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); + IMGUI_API void PushOverrideID(ImGuiID id); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); + 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); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); + IMGUI_API void PopItemFlag(); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // 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 + + // Popups, Modals, Tooltips + IMGUI_API void OpenPopupEx(ImGuiID id); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); + IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); + 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 = ImGuiPopupPositionPolicy_Default); + + // Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); + IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); + IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, 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); + IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); + + // Inputs + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } + inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } + inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } + inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; } + + // Drag and Drop + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + + // New Columns API (FIXME-WIP) + 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 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); + + // 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 TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + 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); + + // 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. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + 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(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 RenderCheckMark(ImVec2 pos, ImU32 col, float sz); + 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); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while. + inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } + inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } +#endif + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); + 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 ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging + IMGUI_API void TreePushOverrideID(ImGuiID id); + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags 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, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); } + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API void 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); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + 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); + + // Debug Tools + inline void DebugStartItemPicker() { GImGui->DebugItemPickerActive = true; } + +} // namespace ImGui + +// ImFontAtlas internals +IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(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 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); + +// Debug Tools +// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. +#ifndef IM_DEBUG_BREAK +#if defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Test Engine Hooks (imgui_tests) +//#define IMGUI_ENABLE_TEST_ENGINE +#ifdef IMGUI_ENABLE_TEST_ENGINE +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_Log(ImGuiContext* ctx, const char* fmt, ...); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0) +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif diff --git a/ImGui/imgui_widgets.cpp b/ImGui/imgui_widgets.cpp new file mode 100644 index 0000000..1373ea7 --- /dev/null +++ b/ImGui/imgui_widgets.cpp @@ -0,0 +1,7505 @@ +// dear imgui, v1.72 WIP +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // toupper +#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 +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-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 // +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wdouble-promotion") +#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. +#endif +#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 + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// 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; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); +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); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(text != NULL); + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text > 2000 && !wrap_enabled) + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0,0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0, false)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size); + ItemAdd(bb, 0); + } + else + { + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + 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); + 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)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin = g.TempBuffer; + const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const float text_base_offset_y = ImMax(0.0f, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - ScrollbarEx() [Internal] +// - Scrollbar() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + if (flags & ImGuiButtonFlags_Disabled) + { + if (out_hovered) *out_hovered = false; + if (out_held) *out_held = false; + if (g.ActiveId == id) ClearActiveID(); + return false; + } + + // Default behavior requires click+release on same spot + if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0) + flags |= ImGuiButtonFlags_PressedOnClickRelease; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0 && window->DC.LastItemId != id) + ImGuiTestEngineHook_ItemAdd(&g, bb, id); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id); + + // Drag source doesn't report as hovered + if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + hovered = false; + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy + { + pressed = true; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. + if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) + hovered = false; + + // Mouse + if (hovered) + { + if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + { + if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) + { + SetActiveID(id, window); + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveID) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) + { + if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + pressed = true; + ClearActiveID(); + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true)) + pressed = true; + } + + if (pressed) + g.NavDisableHighlight = true; + } + + // Gamepad/Keyboard navigation + // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + if (!(flags & ImGuiButtonFlags_NoHoveredOnNav)) + hovered = true; + + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + if (nav_activated_by_code || nav_activated_by_inputs) + pressed = true; + if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + g.NavActivateId = id; // This is so SetActiveId assign a Nav source + SetActiveID(id, window); + if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + } + + bool held = false; + if (g.ActiveId == id) + { + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + if (g.IO.MouseDown[0]) + { + held = true; + } + else + { + if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive) + { + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + if (!is_double_click_release && !is_repeating_already) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.NavDisableHighlight = true; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + if (g.NavActivateDownId != id) + ClearActiveID(); + } + } + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + 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); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, 0); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) +{ + 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). + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + bool is_clipped = !ItemAdd(bb, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + ImVec2 center = bb.GetCenter(); + if (hovered) + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); + + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + center -= ImVec2(0.5f, 0.5f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f); + + return pressed; +} + +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + + // Render + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImVec2 center = bb.GetCenter(); + if (hovered || held) + window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging()) + StartMouseMovingWindow(window); + + return pressed; +} + +ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - 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) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + const bool horizontal = (axis == ImGuiAxis_X); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + if (held && allow_interaction && grab_h_norm < 1.0f) + { + float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; + float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + SetHoveredID(id); + + bool seek_absolute = false; + if (g.ActiveIdIsJustActivated) + { + // On initial click calculate the distance between mouse and the center of the grab + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; + else + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Apply scroll + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + + // Update values for rendering + scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + ImRect grab_rect; + if (horizontal) + 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); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiID id = GetScrollbarID(window, axis); + KeepAliveID(id); + + // Calculate scrollbar bounding box + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; + IM_ASSERT(scrollbar_size > 0.0f); + const float other_scrollbar_size = window->ScrollbarSizes[axis]; + ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0; + ImRect bb; + if (axis == ImGuiAxis_X) + { + bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size)); + bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y); + rounding_corners |= ImDrawCornerFlags_BotLeft; + } + else + { + bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y); + bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y); + rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; + } + ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); +} + +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + if (border_col.w > 0.0f) + bb.Max += ImVec2(2, 2); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + if (border_col.w > 0.0f) + { + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); + window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); + } + else + { + window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); + } +} + +// frame_padding < 0: uses FramePadding from style (default) +// frame_padding = 0: no framing +// frame_padding > 0: set framing size +// The color used are the button colors. +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Default to using texture ID as ID. User can still push string/integer prefixes. + // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV. + PushID((void*)(intptr_t)user_texture_id); + const ImGuiID id = window->GetID("#image"); + PopID(); + + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); + const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + 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)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + { + *v = !(*v); + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + 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); + if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); + } + + if (g.LogEnabled) + LogRenderedText(&total_bb.Min, *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); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + bool v = ((*flags & flags_value) == flags_value); + bool pressed = Checkbox(label, &v); + if (pressed) + { + if (v) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + + return pressed; +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + 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)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = (float)(int)center.x + 0.5f; + center.y = (float)(int)center.y + 0.5f; + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavHighlight(total_bb, id); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); + if (active) + { + const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); + } + + if (g.LogEnabled) + LogRenderedText(&total_bb.Min, 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); + + return pressed; +} + +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Render + fraction = ImSaturate(fraction); + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + char overlay_buf[32]; + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb); +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x*2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0,0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0,0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; + + ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); + if (!ItemAdd(bb, 0)) + { + if (columns) + PopColumnsBackground(); + return; + } + + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); + + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; + SeparatorEx(flags); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + bool item_add = ItemAdd(bb, id); + window->DC.ItemFlags = item_flags_backup; + if (!item_add) + return false; + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + if (g.ActiveId != id) + SetItemAllowOverlap(); + + if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; + float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + if (mouse_delta < 0.0f) + IM_ASSERT(*size1 + mouse_delta >= min_size1); + if (mouse_delta > 0.0f) + IM_ASSERT(*size2 - mouse_delta >= min_size2); + *size1 += mouse_delta; + *size2 -= mouse_delta; + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count > 1) + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width == items[count_same_width].Width) + count_same_width++; + float width_to_remove_per_item_max = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + float width_to_remove_per_item = ImMin(width_excess / count_same_width, width_to_remove_per_item_max); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - BeginCombo() +// - EndCombo() +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +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(); + 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); + + 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)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); + bool popup_open = IsPopupOpen(id); + + 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); + 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); + 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); + } + 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); + + if ((pressed || g.NavActivateId == id) && !popup_open) + { + if (window->DC.NavLayerCurrent == 0) + window->NavLastIds[0] = id; + OpenPopupEx(id); + popup_open = true; + } + + if (!popup_open) + return false; + + if (has_window_size_constraint) + { + 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 + 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; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + } + + 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 + 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); + SetNextWindowPos(pos); + } + + // Horizontally align ourselves with the framed text + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + return true; +} + +void ImGui::EndCombo() +{ + EndPopup(); +} + +// Getter for the old Combo() API: const char*[] +static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +{ + const char* const* items = (const char* const*)data; + if (out_text) + *out_text = items[idx]; + return true; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) +{ + // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + if (!*p) + return false; + if (out_text) + *out_text = p; + return true; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + items_getter(data, *current_item, &preview_value); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + PushID((void*)(intptr_t)i); + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + if (Selectable(item_text, item_selected)) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - PatchFormatStringFloatToInt() +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyOpFromText() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "%u", "%u" }, + { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "%u", "%u" }, + { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%I64u","%I64u" }, +#else + { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%llu", "%llu" }, +#endif + { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". +// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. +// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! +static const char* PatchFormatStringFloatToInt(const char* fmt) +{ + if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. + return "%d"; + const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) + const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). + if (fmt_end > fmt_start && fmt_end[-1] == 'f') + { +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (fmt_start == fmt && fmt_end[0] == 0) + return "%d"; + ImGuiContext& g = *GImGui; + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. + return g.TempBuffer; +#else + IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" +#endif + } + return fmt; +} + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +{ + while (ImCharIsBlankA(*buf)) + buf++; + + // We don't support '-' op because it would conflict with inputing negative value. + // Instead you can use +-100 to subtract from an existing value + char op = buf[0]; + if (op == '+' || op == '*' || op == '/') + { + buf++; + while (ImCharIsBlankA(*buf)) + buf++; + } + else + { + op = 0; + } + if (!buf[0]) + return false; + + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + IM_ASSERT(data_type < ImGuiDataType_COUNT); + int data_backup[2]; + const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); + IM_ASSERT(type_info->Size <= sizeof(data_backup)); + memcpy(data_backup, data_ptr, type_info->Size); + + if (format == NULL) + format = type_info->ScanFmt; + + // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. + int arg1i = 0; + if (data_type == ImGuiDataType_S32) + { + int* v = (int*)data_ptr; + int arg0i = *v; + float arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0i) < 1) + return false; + // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision + if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract) + else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply + else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide + else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant + } + else if (data_type == ImGuiDataType_Float) + { + // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in + format = "%f"; + float* v = (float*)data_ptr; + float arg0f = *v, arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_Double) + { + format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis + double* v = (double*)data_ptr; + double arg0f = *v, arg1f = 0.0; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + { + // 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, data_ptr); + } + else + { + // Small types need a 32-bit buffer to receive the result from scanf() + int v32; + sscanf(buf, format, &v32); + if (data_type == ImGuiDataType_S8) + *(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(data_backup, data_ptr, type_info->Size) != 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +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; + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + v = (TYPE)ImAtof(p); + else + ImAtoi(p, (SIGNEDTYPE*)&v); + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool has_min_max = (v_min != v_max); + const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX)); + + // Default tweak speed + if (v_speed == 0.0f && has_min_max && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // 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) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + int decimal_precision = is_decimal ? 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)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + bool is_just_activated = g.ActiveIdIsJustActivated; + bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0)); + if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + if (is_power) + { + // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range + FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); + FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); + v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); + v_old_ref_for_accum_remainder = v_old_norm_curved; + } + else + { + v_cur += (TYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_power) + { + FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); + g.DragCurrentAccum -= (float)(v_cur_norm_curved - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + // Clamp values (+ handle overflow/wrap-around for integer types) + if (*v != v_cur && has_min_max) + { + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal)) + v_cur = v_max; + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (power != 1.0f) + IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds + + ImGuiContext& g = *GImGui; + 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)); + + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + 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 + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) + { + const bool focus_requested = FocusableItemRegister(window, id); + 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) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } + } + } + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); + if (value_changed) + MarkItemEdited(id); + + // 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, v, format); + 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); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::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); +} + +bool ImGui::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); +} + +bool ImGui::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); +} + +bool ImGui::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); +} + +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +template +float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos) +{ + if (v_min == v_max) + return 0.0f; + + const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_power) + { + if (v_clamped < 0.0f) + { + const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min)); + return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos; + } + else + { + const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min))); + return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos); + } + } + + // Linear slider + return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); +} + +// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + 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_power = (power != 1.0f) && is_decimal; + + 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 + 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; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f + float linear_zero_pos; // 0.0->1.0f + if (is_power && v_min * v_max < 0.0f) + { + // Different sign + const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power); + const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power); + linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0)); + } + else + { + // Same sign + linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f; + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + float delta = (axis == ImGuiAxis_X) ? delta2.x : -delta2.y; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (delta != 0.0f) + { + clicked_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + if ((decimal_precision > 0) || is_power) + { + delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta /= 10.0f; + } + else + { + if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + else + delta /= 100.0f; + } + if (IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= 10.0f; + set_new_value = true; + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + set_new_value = false; + else + clicked_t = ImSaturate(clicked_t + delta); + } + } + + if (set_new_value) + { + TYPE v_new; + if (is_power) + { + // Account for power curve scale on both sides of the zero + if (clicked_t < linear_zero_pos) + { + // Negative: rescale to the negative range before powering + float a = 1.0f - (clicked_t / linear_zero_pos); + a = ImPow(a, power); + v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a); + } + else + { + // Positive: rescale to the positive range before powering + float a; + if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f) + a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos); + else + a = clicked_t; + a = ImPow(a, power); + v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a); + } + } + else + { + // Linear slider + if (is_decimal) + { + v_new = ImLerp(v_min, v_max, clicked_t); + } + else + { + // For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; + TYPE v_new_off_floor = (TYPE)(v_new_off_f); + TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); + if (!is_decimal && v_new_off_floor < v_new_off_round) + v_new = v_min + v_new_off_round; + else + v_new = v_min + v_new_off_floor; + } + } + + // Round to user desired precision based on format string + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bits and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + 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)); + + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + 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 Slider turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) + { + const bool focus_requested = FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } + } + } + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_None, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // 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, v, format); + 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); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::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); +} + +bool ImGui::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); +} + +bool ImGui::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); +} + +bool ImGui::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); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2*IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, 1.0f); + *v_rad = v_deg * (2*IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + 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); + + const bool hovered = ItemHoverable(frame_bb, id); + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, float power) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return fmt +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return fmt; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +{ + ImGuiContext& g = *GImGui; + + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + const bool init = (g.TempInputTextId != id); + if (init) + ClearActiveID(); + + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); + ImStrTrimBlanks(data_buf); + + g.CurrentWindow->DC.CursorPos = bb.Min; + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputTextId = g.ActiveId; + } + if (value_changed) + { + value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + char buf[64]; + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); + + bool value_changed = false; + if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= ImGuiInputTextFlags_CharsDecimal; + flags |= ImGuiInputTextFlags_AutoSelectAll; + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. + + if (step != NULL) + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; + if (flags & ImGuiInputTextFlags_ReadOnly) + button_flags |= ImGuiButtonFlags_Disabled; + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + value_changed = true; + } + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + else + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + } + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + 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. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextEx() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding + if (c == '\n') + line_count++; + s--; + if (s[0] != '\n' && s[0] != '\r') + line_count++; + *out_text_end = s; + return line_count; +} + +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0,0); + float line_width = 0.0f; + + const ImWchar* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +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; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } +static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) +{ + const ImWchar* text = obj->TextW.Data; + const ImWchar* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +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; } +#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; } +#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; } +#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) +{ + ImWchar* dst = obj->TextW.Data + pos; + + // We maintain our buffer length in both UTF-8 and wchar formats + obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); + obj->CurLenW -= n; + + // Offset remaining text (FIXME-OPT: Use memmove) + const ImWchar* src = obj->TextW.Data + pos + n; + while (ImWchar c = *src++) + *dst++ = c; + *dst = '\0'; +} + +static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +{ + const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->CurLenW; + IM_ASSERT(pos <= text_len); + + const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); + if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) + return false; + + // Grow internal buffer if needed + if (new_text_len + text_len + 1 > obj->TextW.Size) + { + if (!is_resizable) + return false; + IM_ASSERT(text_len < obj->TextW.Size); + obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + } + + ImWchar* text = obj->TextW.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); + memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + + obj->CurLenW += new_text_len; + obj->CurLenA += new_text_len_utf8; + obj->TextW[obj->CurLenW] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_SHIFT 0x20000 + +#define STB_TEXTEDIT_IMPLEMENTATION +#include "imstb_textedit.h" + +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, &Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text +// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; + + if (CursorPos + bytes_count >= pos) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!) + ImGuiContext& g = *GImGui; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacityA = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); + pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + if (!pass) + 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; + + // Generic named filters + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) + { + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + *p_char = (c += (unsigned int)('A'-'a')); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + 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)); + + ImGuiWindow* draw_window = window; + if (is_multiline) + { + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + EndGroup(); + return false; + } + if (!BeginChildFrame(id, frame_bb.GetSize())) + { + EndChildFrame(); + EndGroup(); + return false; + } + draw_window = GetCurrentWindow(); + draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight + size.x -= draw_window->ScrollbarSizes.x; + } + else + { + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + } + const bool hovered = ItemHoverable(frame_bb, id); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // NB: we are only allowed to access 'edit_state' if we are the active widget. + ImGuiInputTextState* state = NULL; + if (g.InputTextState.ID == id) + state = &g.InputTextState; + + const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); + const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + + 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_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); + + bool clear_active_id = false; + bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_state = (init_make_active || user_scroll_active); + if (init_state && g.ActiveId != id) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // 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); + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + 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))) + select_all = true; + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); + if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool enter_pressed = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->DisplayOffset = g.Font->DisplayOffset; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->BufCapacityA = buf_size; + state->UserFlags = flags; + state->UserCallback = callback; + state->UserCallbackData = callback_user_data; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; + + // 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 bool is_osx = io.ConfigMacOSXBehaviors; + if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && is_osx && io.MouseDoubleClicked[0]) + { + // Double-click select a word only, OS X style (by simulating keystrokes) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + 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. + // 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)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool cancel_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; + const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl + const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; + const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; + + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; + const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; + + if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (IsKeyPressedMap(ImGuiKey_Enter)) + { + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + enter_pressed = clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + } + else if (IsKeyPressedMap(ImGuiKey_Escape)) + { + clear_active_id = cancel_edit = true; + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len+1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (c == 0) + break; + if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (cancel_edit) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) + { + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + } + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. + bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_COUNT; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + event_flag = ImGuiInputTextFlags_CallbackAlways; + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + callback_data.EventKey = event_key; + callback_data.Buf = state->TextA.Data; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + 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) + { + 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) + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + } + } + + // Copy result to user buffer + if (apply_new_text) + { + IM_ASSERT(apply_new_text_length >= 0); + if (backup_current_text_length != apply_new_text_length && is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Clear temporary user storage + state->UserFlags = 0; + state->UserCallback = NULL; + state->UserCallbackData = NULL; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + if (clear_active_id && g.ActiveId == id) + ClearActiveID(); + + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = state->TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) + { + select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = size.x * 0.25f; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); + else if (cursor_offset.x - size.x >= state->ScrollX) + state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + } + else + { + state->ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + float scroll_y = draw_window->Scroll.y; + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - size.y >= scroll_y) + scroll_y = cursor_offset.y - size.y; + draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + draw_pos.y = draw_window->DC.CursorPos.y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) + { + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits + //p = p ? p + 1 : text_selected_end; + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = draw_pos.x - draw_scroll.x; + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + 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; + 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)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_multiline) + { + Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line + EndChildFrame(); + EndGroup(); + } + + if (is_password && !is_displaying_hint) + PopFont(); + + // Log as text + if (g.LogEnabled && !(is_password && !is_displaying_hint)) + 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); + + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return enter_pressed; + else + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +// 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. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const float w_full = CalcItemWidth(); + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = w_full - w_button; + const char* label_display_end = FindRenderedTextEnd(label); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__DisplayMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask); + if (!(flags & ImGuiColorEditFlags__DataTypeMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_item_one = ImMax(1.0f, (float)(int)((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, (float)(int)(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + + const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = i[3] = 0; + 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) + else + sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + + if (BeginPopup("picker")) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + window->DC.LastItemId = g.ActiveId; + + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +// 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. +// I 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 alltogether. +void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col)); + window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + 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; + window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + } + } + } + else + { + window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + } +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w) +{ + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + PushID(label); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + ColorConvertRGBtoHSV(R, G, B, H, S, V); + else if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(H, S, V, R, G, B); + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive()) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive()) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f)); + + const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) }; + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + 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(IM_COL32_WHITE, false, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(6, 6); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, hue_color32); + draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); + draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); + draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); + draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); + draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); + float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + PopID(); + + return value_changed; +} + +// A little colored 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. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + float default_size = GetFrameHeight(); + if (size.x == 0.0f) + size.x = default_size; + if (size.y == 0.0f) + size.y = default_size; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); + RenderColorRectWithAlphaCheckerboard(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); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(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); + } + RenderNavHighlight(bb, id); + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags__DisplayMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; + if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; + if ((flags & ImGuiColorEditFlags__PickerMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; + if ((flags & ImGuiColorEditFlags__InputMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + BeginTooltipEx(0, true); + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1,0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + if (flags & ImGuiColorEditFlags_NoAlpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + EndPopup(); + } + + g.ColorEditOptions = opts; + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); + SetCursorScreenPos(backup_pos); + ImVec4 dummy_ref_col; + memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + return TreeNodeBehavior(window->GetID(label), 0, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + storage->SetInt(id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + storage->SetInt(id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + // We vertically grow up to current line height up the typical widget height. + const float text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); + ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->WorkRect.Max.x, window->DC.CursorPos.y + frame_height)); + if (display_frame) + { + // Framed header expand a little outside the default padding + frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f); + } + + const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser + ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) + const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); + bool is_open = TreeNodeBehaviorIsOpen(id, flags); + bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + window->DC.TreeStoreMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + + bool item_add = ItemAdd(interact_bb, id); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + window->DC.LastItemDisplayRect = frame_bb; + + if (!item_add) + { + 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)); + return is_open; + } + + // Flags that affects opening behavior: + // - 0 (default) .................... single-click anywhere to open + // - OpenOnDoubleClick .............. double-click anywhere to open + // - OpenOnArrow .................... single-click on arrow to open + // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open + ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers; + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed) + { + toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover); + if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + toggled |= g.IO.MouseDoubleClicked[0]; + if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = false; + } + + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(id, is_open); + } + } + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + 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); + } + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + } + + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogRenderedText(&text_pos, ">"); + 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)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id ? str_id : "#TreePush"); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + window->IDStack.push_back(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + if (g.NavIdIsAlive && (window->DC.TreeStoreMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + { + SetNavID(window->IDStack.back(), g.NavLayer); + NavMoveRequestCancel(); + } + window->DC.TreeStoreMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_open && !*p_open) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0); + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_open) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiItemHoveredDataBackup last_item_backup; + float button_size = g.FontSize; + float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = window->DC.LastItemRect.Min.y; + if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y))) + *p_open = false; + last_item_backup.Restore(); + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. + PushColumnsBackground(); + + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ImRect bb_inner(pos, pos + size); + ItemSize(size); + + // Fill horizontal space. + ImVec2 window_padding = window->WindowPadding; + float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x; + float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x); + ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y); + ImRect bb(pos, pos + size_draw); + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth)) + bb.Max.x += window_padding.x; + + // Selectables are tightly packed together so we extend the box to cover spacing between selectable. + const float spacing_x = style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = (float)(int)(spacing_x * 0.50f); + const float spacing_U = (float)(int)(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + + bool item_add; + if (flags & ImGuiSelectableFlags_Disabled) + { + ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; + item_add = ItemAdd(bb, id); + window->DC.ItemFlags = backup_item_flags; + } + else + { + item_add = ItemAdd(bb, id); + } + if (!item_add) + { + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + PopColumnsBackground(); + return false; + } + + // 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; + if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick; + if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; + if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; + if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; + + if (flags & ImGuiSelectableFlags_Disabled) + selected = false; + + const bool was_selected = selected; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) + if (pressed || hovered) + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + g.NavDisableHighlight = true; + SetNavID(id, window->DC.NavLayerCurrent); + } + if (pressed) + MarkItemEdited(id); + + if (flags & ImGuiSelectableFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (hovered || selected) + { + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + } + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + { + PopColumnsBackground(); + bb.Max.x -= (GetContentRegionMax().x - max_x); + } + + if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderTextClipped(bb_inner.Min, bb_inner.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)) + CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return pressed; +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - 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) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + 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); + 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)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + return false; + } + + BeginGroup(); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + 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. +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(). + ImVec2 size; + size.x = 0.0f; + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f; + return ListBoxHeader(label, size); +} + +// 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() +{ + ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; + const ImRect bb = parent_window->DC.LastItemRect; + const ImGuiStyle& style = GetStyle(); + + 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(); +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +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)) + 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; + bool value_changed = false; + ImGuiListClipper clipper(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); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + ListBoxFooter(); + if (value_changed) + MarkItemEdited(g.CurrentWindow->DC.LastItemId); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- + +void 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) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + if (frame_size.x == 0.0f) + frame_size.x = CalcItemWidth(); + if (frame_size.y == 0.0f) + frame_size.y = label_size.y + (style.FramePadding.y * 2); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + 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)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0, &frame_bb)) + return; + const bool hovered = ItemHoverable(frame_bb, id); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + int v_hovered = -1; + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + v_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(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 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(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 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItem() +//------------------------------------------------------------------------- + +// 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)); + IM_UNUSED(count); + Width = NextWidth = 0.0f; + Spacing = spacing; + if (clear) + memset(NextWidths, 0, sizeof(NextWidths)); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + { + if (i > 0 && NextWidths[i] > 0.0f) + Width += Spacing; + Pos[i] = (float)(int)Width; + Width += NextWidths[i]; + NextWidths[i] = 0.0f; + } +} + +float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double +{ + NextWidth = 0.0f; + NextWidths[0] = ImMax(NextWidths[0], w0); + NextWidths[1] = ImMax(NextWidths[1], w1); + NextWidths[2] = ImMax(NextWidths[2], w2); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); + return ImMax(Width, NextWidth); +} + +float ImGuiMenuColumns::CalcExtraSpace(float avail_w) +{ + return ImMax(0.0f, avail_w - Width); +} + +// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + 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); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + return true; //-V1020 +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + window->DC.CursorPos = 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; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None) + { + // 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 + FocusWindow(window); + SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]); + g.NavLayer = layer; + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + NavMoveRequestCancel(); + } + } + + 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; + EndGroup(); // Restore position on layer 0 + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.MenuBarAppending = false; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + bool pressed; + bool menu_is_open = IsPopupOpen(id); + bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back()); + ImGuiWindow* backed_nav_window = g.NavWindow; + if (menuset_is_open) + g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is choosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + float w = label_size.x; + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + PopStyleVar(); + window->DC.CursorPos.x += (float)(int)(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(). + } + else + { + // Menu inside a menu + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); + RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); + } + + const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); + if (menuset_is_open) + g.NavWindow = backed_nav_window; + + bool want_open = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_other_child_menu = false; + + ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) + { + // FIXME-DPI: Values should be derived from a master "scale" factor. + ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; + ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. + ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); + moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + want_close = true; + + if (!menu_is_open && hovered && pressed) // Click to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + want_open = true; + + if (g.NavActivateId == id) + { + want_close = menu_is_open; + want_open = !menu_is_open; + } + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + + if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. + OpenPopup(label); + return false; + } + + menu_is_open |= want_open; + if (want_open) + OpenPopup(label); + + if (menu_is_open) + { + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + SetNextWindowPos(popup_pos, ImGuiCond_Always); + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + flags |= ImGuiWindowFlags_ChildWindow; + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + } + + return menu_is_open; +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). + // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. + // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + bool pressed; + 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 + float w = label_size.x; + window->DC.CursorPos.x += (float)(int)(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)); + PopStyleVar(); + window->DC.CursorPos.x += (float)(int)(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(). + } + else + { + ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); + float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); + pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); + if (shortcut_size.x > 0.0f) + { + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(pos + ImVec2(window->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)); + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// [BETA API] API may evolve! This code has been extracted out of the Docking branch, +// and some of the construct which are not used in Master may be left here to facilitate merging. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp()v +// - TabBarScrollToTab() [Internal] +// - TabBarQueueChangeTabOrder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + 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); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + ID = 0; + SelectedTabId = NextSelectedTabId = VisibleTabId = 0; + CurrFrameVisible = PrevFrameVisible = -1; + ContentsHeight = 0.0f; + OffsetMax = OffsetNextTab = 0.0f; + ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; + Flags = ImGuiTabBarFlags_None; + ReorderRequestTabId = 0; + ReorderRequestDir = 0; + WantLayout = VisibleTabWasSubmitted = false; + LastTabItemIdx = -1; +} + +static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->Offset - b->Offset); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool); +} + +static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar)); + return ImGuiTabBarRef(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); + IM_ASSERT(0); + return true; + } + + // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order. + // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user. + if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset); + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + 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->FramePadding = g.Style.FramePadding; + + // Layout + ItemSize(ImVec2(0.0f /*tab_bar->OffsetMax*/, tab_bar->BarRect.GetHeight())); // Don't feed width back + window->DC.CursorPos.x = tab_bar->BarRect.Min.x; + + // Draw separator + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); + const float y = tab_bar->BarRect.Max.y - 1.0f; + { + const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(window->WindowPadding.x * 0.5f); + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!"); + return; // FIXME-ERRORHANDLING + } + 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->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + else + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight; + + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect + int tab_dst_n = 0; + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible) + { + if (tab->ID == tab_bar->SelectedTabId) + tab_bar->SelectedTabId = 0; + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + // Setup next selected tab + ImGuiID scroll_track_selected_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; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId)) + { + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size) + { + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + ImGuiTabItem item_tmp = *tab1; + *tab1 = *tab2; + *tab2 = item_tmp; + if (tab2->ID == tab_bar->SelectedTabId) + scroll_track_selected_tab_id = tab2->ID; + tab1 = tab2 = NULL; + } + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + } + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + 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.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Compute ideal widths + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + float width_total_contents = 0.0f; + ImGuiTabItem* most_recently_selected_tab = NULL; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + + // 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, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = tab_bar->GetTabName(tab); + const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; + tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x; + + width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + g.ShrinkWidthBuffer[tab_n].Index = tab_n; + g.ShrinkWidthBuffer[tab_n].Width = tab->WidthContents; + } + + // Compute width + const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; + const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f); + float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; + if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) + { + // If we don't have enough room, resize down the largest tabs first + ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = (float)(int)g.ShrinkWidthBuffer[tab_n].Width; + } + else + { + const float tab_max_width = TabBarCalcMaxTabWidth(); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Width = ImMin(tab->WidthContents, tab_max_width); + } + } + + // Layout all active tabs + float offset_x = initial_offset_x; + tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Offset = offset_x; + if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_track_selected_tab_id = tab->ID; + offset_x += tab->Width + g.Style.ItemInnerSpacing.x; + } + tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); + + // Horizontal scrolling buttons + const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); + if (scrolling_buttons) + if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // If we have lost the selected tab, select the next most recently active one + 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; + + // 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); + 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) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + + // Clear name buffers + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + tab_bar->TabsNames.Buf.resize(0); +} + +// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) +{ + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + ImGuiID id = ImHashStr(label); + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // Actually select before expecting closure + tab_bar->NextSelectedTabId = tab->ID; + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = tab_bar->GetTabOrder(tab); + float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); + float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth()) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + } +} + +void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +{ + IM_ASSERT(dir == -1 || dir == +1); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestDir = dir; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + const ImRect avail_bar_rect = tab_bar->BarRect; + bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f))); + if (want_clip_rect) + PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true); + + ImGuiTabItem* tab_to_select = NULL; + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = -1; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = +1; + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + if (want_clip_rect) + PopClipRect(); + + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = tab_bar->GetTabOrder(tab_item); + int target_order = selected_order + select_dir; + tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_select; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + const char* tab_name = tab_bar->GetTabName(tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// [BETA API] API may evolve! This code has been extracted out of the Docking branch, +// and some of the construct which are not used in Master may be left here to facilitate merging. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; // FIXME-ERRORHANDLING + } + bool ret = TabItemEx(tab_bar, label, p_open, flags); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + window->IDStack.pop_back(); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + // Layout whole tab bar if not already done + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label); + + // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + if (p_open && !*p_open) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return false; + } + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, p_open != NULL); + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab->Width = size.x; + tab_is_new = true; + } + tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); + tab->WidthContents = size.x; + + if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + + // Append name with zero-terminator + tab->NameOffset = tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + + // If we are not reorderable, always reset offset based on submission order. + // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!) + if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + tab->Offset = tab_bar->OffsetNextTab; + tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x; + } + + // Update selected tab + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + tab_bar->NextSelectedTabId = id; // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar + tab_bar->NextSelectedTabId = id; + + // Lock visibility + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + if (tab_appearing && !(tab_bar_appearing && !tab_is_new)) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + size.x = tab->Width; + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x >= tab_bar->BarRect.Max.x); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap); + if (g.DragDropActive) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed) + tab_bar->NextSelectedTabId = id; + 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) + SetItemAllowOverlap(); + + // Drag and drop: re-order tabs + if (held && !tab_appearing && IsMouseDragging(0)) + { + if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + // 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) + TabBarQueueChangeTabOrder(tab_bar, tab, -1); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, +1); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + RenderNavHighlight(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) + tab_bar->NextSelectedTabId = id; + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0; + bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // 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 (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) + SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem() +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem() + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); + TabBarRemoveTab(tab_bar, tab_id); + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - 1.0f; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + 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); + } +} + +// 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) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + if (bb.GetWidth() <= 1.0f) + return false; + + // Render text label (with clipping + alpha gradient) + unsaved marker + const char* TAB_UNSAVED_MARKER = "*"; + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + if (flags & ImGuiTabItemFlags_UnsavedDocument) + { + text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; + ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f)); + RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); + } + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // 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 + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id) + close_button_visible = true; + if (close_button_visible) + { + ImGuiItemHoveredDataBackup last_item_backup; + const float close_button_sz = g.FontSize; + PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); + if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) + close_button_pressed = true; + PopStyleVar(); + last_item_backup.Restore(); + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + + text_pixel_clip_bb.Max.x -= close_button_sz; + } + + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + + 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. +//------------------------------------------------------------------------- +// - GetColumnIndex() +// - GetColumnCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +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; + IM_ASSERT(columns != NULL); + + 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) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + 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; + window->DrawList->ChannelsSetCurrent(0); + int cmd_size = window->DrawList->CmdBuffer.Size; + PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); + IM_UNUSED(cmd_size); + IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + PopClipRect(); +} + +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->HostClipRect = window->ClipRect; + columns->HostWorkRect = 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 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); + float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWith(window->ClipRect); + } + + if (columns->Count > 1) + { + window->DrawList->ChannelsSplit(1 + columns->Count); + window->DrawList->ChannelsSetCurrent(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 = (float)(int)(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 = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + PopItemWidth(); + PopClipRect(); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (++columns->Current < columns->Count) + { + // 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; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + } + else + { + // New row/line + // Column 0 honor IndentX + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DrawList->ChannelsSetCurrent(1); + columns->Current = 0; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = (float)(int)(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; + + PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? + + // 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(); + window->DrawList->ChannelsMerge(); + } + + 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 = (float)(int)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 = columns->HostWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = (float)(int)(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); +} + +//------------------------------------------------------------------------- diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/imgui_impl_dx10.cpp new file mode 100644 index 0000000..22c4b9d --- /dev/null +++ b/ImGui/impls/imgui_impl_dx10.cpp @@ -0,0 +1,524 @@ +// dear imgui: Renderer for DirectX10 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits 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 + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. +// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX10: Disabling depth-write. + +#include "imgui.h" +#include "imgui_impl_dx10.h" + +// DirectX +#include +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +static ID3D10Device* g_pd3dDevice = NULL; +static IDXGIFactory* g_pFactory = NULL; +static ID3D10Buffer* g_pVB = NULL; +static ID3D10Buffer* g_pIB = NULL; +static ID3D10Blob* g_pVertexShaderBlob = NULL; +static ID3D10VertexShader* g_pVertexShader = NULL; +static ID3D10InputLayout* g_pInputLayout = NULL; +static ID3D10Buffer* g_pVertexConstantBuffer = NULL; +static ID3D10Blob* g_pPixelShaderBlob = NULL; +static ID3D10PixelShader* g_pPixelShader = NULL; +static ID3D10SamplerState* g_pFontSampler = NULL; +static ID3D10ShaderResourceView*g_pFontTextureView = NULL; +static ID3D10RasterizerState* g_pRasterizerState = NULL; +static ID3D10BlendState* g_pBlendState = NULL; +static ID3D10DepthStencilState* g_pDepthStencilState = NULL; +static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; + +struct VERTEX_CONSTANT_BUFFER +{ + float mvp[4][4]; +}; + +static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) +{ + // Setup viewport + D3D10_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D10_VIEWPORT)); + vp.Width = (UINT)draw_data->DisplaySize.x; + vp.Height = (UINT)draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(g_pInputLayout); + ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(g_pVertexShader); + ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + ctx->PSSetShader(g_pPixelShader); + ctx->PSSetSamplers(0, 1, &g_pFontSampler); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); + ctx->RSSetState(g_pRasterizerState); +} + +// 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 + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ID3D10Device* ctx = g_pd3dDevice; + + // Create and grow vertex/index buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D10_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0) + return; + } + + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D10_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D10_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0) + return; + } + + // Copy and convert all vertices into a single contiguous buffer + ImDrawVert* vtx_dst = NULL; + ImDrawIdx* idx_dst = NULL; + g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); + g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + g_pVB->Unmap(); + g_pIB->Unmap(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + void* mapped_resource; + if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + return; + VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + g_pVertexConstantBuffer->Unmap(); + } + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX10_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D10RasterizerState* RS; + ID3D10BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D10DepthStencilState* DepthStencilState; + ID3D10ShaderResourceView* PSShaderResource; + ID3D10SamplerState* PSSampler; + ID3D10PixelShader* PS; + ID3D10VertexShader* VS; + D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D10InputLayout* InputLayout; + }; + BACKUP_DX10_STATE old; + old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); + ctx->RSGetState(&old.RS); + ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); + ctx->PSGetSamplers(0, 1, &old.PSSampler); + ctx->PSGetShader(&old.PS); + ctx->VSGetShader(&old.VS); + ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); + ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + ctx->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX10_SetupRenderState(draw_data, ctx); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX10_SetupRenderState(draw_data, ctx); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Apply scissor/clipping rectangle + const D3D10_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)}; + ctx->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId; + ctx->PSSetShaderResources(0, 1, &texture_srv); + ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore modified DX state + ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + ctx->RSSetViewports(old.ViewportsCount, old.Viewports); + ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); + ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); + ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); + ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + ctx->IASetPrimitiveTopology(old.PrimitiveTopology); + ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX10_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D10_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D10_USAGE_DEFAULT; + desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D10Texture2D *pTexture = NULL; + D3D10_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + + // Create texture view + D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; + ZeroMemory(&srv_desc, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; + srv_desc.Texture2D.MipLevels = desc.MipLevels; + srv_desc.Texture2D.MostDetailedMip = 0; + g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->TexID = (ImTextureID)g_pFontTextureView; + + // Create texture sampler + { + D3D10_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + } +} + +bool ImGui_ImplDX10_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (g_pFontSampler) + ImGui_ImplDX10_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX10 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) + return false; + + // Create the input layout + D3D10_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + return false; + + // Create the constant buffer + { + D3D10_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); + if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) + return false; + } + + // Create the blending setup + { + D3D10_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.BlendEnable[0] = true; + desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; + desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; + desc.BlendOp = D3D10_BLEND_OP_ADD; + desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; + desc.DestBlendAlpha = D3D10_BLEND_ZERO; + desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; + desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; + g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + } + + // Create the rasterizer state + { + D3D10_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D10_FILL_SOLID; + desc.CullMode = D3D10_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + } + + // Create depth-stencil State + { + D3D10_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D10_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + } + + ImGui_ImplDX10_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX10_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + 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_pIB) { g_pIB->Release(); g_pIB = NULL; } + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + + if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } + if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } + if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } + if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } + if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } + if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } + if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +} + +bool ImGui_ImplDX10_Init(ID3D10Device* device) +{ + // Setup back-end 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. + + // Get factory from device + IDXGIDevice* pDXGIDevice = NULL; + IDXGIAdapter* pDXGIAdapter = NULL; + IDXGIFactory* pFactory = NULL; + + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + g_pd3dDevice = device; + g_pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + g_pd3dDevice->AddRef(); + + return true; +} + +void ImGui_ImplDX10_Shutdown() +{ + ImGui_ImplDX10_InvalidateDeviceObjects(); + if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void ImGui_ImplDX10_NewFrame() +{ + if (!g_pFontSampler) + ImGui_ImplDX10_CreateDeviceObjects(); +} diff --git a/ImGui/impls/imgui_impl_dx10.h b/ImGui/impls/imgui_impl_dx10.h new file mode 100644 index 0000000..db156e1 --- /dev/null +++ b/ImGui/impls/imgui_impl_dx10.h @@ -0,0 +1,23 @@ +// dear imgui: Renderer for DirectX10 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits 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 + +#pragma once + +struct ID3D10Device; + +IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); +IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/imgui_impl_dx11.cpp new file mode 100644 index 0000000..3bcb03a --- /dev/null +++ b/ImGui/impls/imgui_impl_dx11.cpp @@ -0,0 +1,534 @@ +// dear imgui: Renderer for DirectX11 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits 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 + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. +// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. +// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX11: Disabling depth-write. + +#include "imgui.h" +#include "imgui_impl_dx11.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +static ID3D11Device* g_pd3dDevice = NULL; +static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; +static IDXGIFactory* g_pFactory = NULL; +static ID3D11Buffer* g_pVB = NULL; +static ID3D11Buffer* g_pIB = NULL; +static ID3D10Blob* g_pVertexShaderBlob = NULL; +static ID3D11VertexShader* g_pVertexShader = NULL; +static ID3D11InputLayout* g_pInputLayout = NULL; +static ID3D11Buffer* g_pVertexConstantBuffer = NULL; +static ID3D10Blob* g_pPixelShaderBlob = NULL; +static ID3D11PixelShader* g_pPixelShader = NULL; +static ID3D11SamplerState* g_pFontSampler = NULL; +static ID3D11ShaderResourceView*g_pFontTextureView = NULL; +static ID3D11RasterizerState* g_pRasterizerState = NULL; +static ID3D11BlendState* g_pBlendState = NULL; +static ID3D11DepthStencilState* g_pDepthStencilState = NULL; +static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; + +struct VERTEX_CONSTANT_BUFFER +{ + float mvp[4][4]; +}; + +static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) +{ + // Setup viewport + D3D11_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D11_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + ctx->RSSetViewports(1, &vp); + + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(g_pInputLayout); + ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(g_pVertexShader, NULL, 0); + ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + ctx->PSSetShader(g_pPixelShader, NULL, 0); + ctx->PSSetSamplers(0, 1, &g_pFontSampler); + + // Setup blend state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); + ctx->RSSetState(g_pRasterizerState); +} + +// 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 + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ID3D11DeviceContext* ctx = g_pd3dDeviceContext; + + // Create and grow vertex/index buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) + return; + } + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D11_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; + if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + return; + if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + ctx->Unmap(g_pVB, 0); + ctx->Unmap(g_pIB, 0); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + D3D11_MAPPED_SUBRESOURCE mapped_resource; + if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + return; + VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + ctx->Unmap(g_pVertexConstantBuffer, 0); + } + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX11_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D11RasterizerState* RS; + ID3D11BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D11DepthStencilState* DepthStencilState; + ID3D11ShaderResourceView* PSShaderResource; + ID3D11SamplerState* PSSampler; + ID3D11PixelShader* PS; + ID3D11VertexShader* VS; + UINT PSInstancesCount, VSInstancesCount; + ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation + D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D11InputLayout* InputLayout; + }; + BACKUP_DX11_STATE old; + old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); + ctx->RSGetState(&old.RS); + ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); + ctx->PSGetSamplers(0, 1, &old.PSSampler); + old.PSInstancesCount = old.VSInstancesCount = 256; + ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); + ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); + ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); + ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + ctx->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_idx_offset = 0; + int global_vtx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Apply scissor/clipping rectangle + const D3D11_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) }; + ctx->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId; + ctx->PSSetShaderResources(0, 1, &texture_srv); + ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore modified DX state + ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + ctx->RSSetViewports(old.ViewportsCount, old.Viewports); + ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); + ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); + for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); + ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); + ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); + ctx->IASetPrimitiveTopology(old.PrimitiveTopology); + ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX11_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D11_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D11Texture2D *pTexture = NULL; + D3D11_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + + // Create texture view + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->TexID = (ImTextureID)g_pFontTextureView; + + // Create texture sampler + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + } +} + +bool ImGui_ImplDX11_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (g_pFontSampler) + ImGui_ImplDX11_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX11 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) + return false; + + // Create the input layout + D3D11_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + return false; + + // Create the constant buffer + { + D3D11_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); + if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) + return false; + } + + // Create the blending setup + { + D3D11_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + } + + // Create the rasterizer state + { + D3D11_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D11_FILL_SOLID; + desc.CullMode = D3D11_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + } + + // Create depth-stencil State + { + D3D11_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D11_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + } + + ImGui_ImplDX11_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX11_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + 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_pIB) { g_pIB->Release(); g_pIB = NULL; } + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + + if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } + if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } + if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } + if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } + if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } + if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } + if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +} + +bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) +{ + // Setup back-end 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. + + // Get factory from device + IDXGIDevice* pDXGIDevice = NULL; + IDXGIAdapter* pDXGIAdapter = NULL; + IDXGIFactory* pFactory = NULL; + + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + g_pd3dDevice = device; + g_pd3dDeviceContext = device_context; + g_pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + g_pd3dDevice->AddRef(); + g_pd3dDeviceContext->AddRef(); + + return true; +} + +void ImGui_ImplDX11_Shutdown() +{ + ImGui_ImplDX11_InvalidateDeviceObjects(); + if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } +} + +void ImGui_ImplDX11_NewFrame() +{ + if (!g_pFontSampler) + ImGui_ImplDX11_CreateDeviceObjects(); +} diff --git a/ImGui/impls/imgui_impl_dx11.h b/ImGui/impls/imgui_impl_dx11.h new file mode 100644 index 0000000..1741a5d --- /dev/null +++ b/ImGui/impls/imgui_impl_dx11.h @@ -0,0 +1,24 @@ +// dear imgui: Renderer for DirectX11 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits 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 + +#pragma once + +struct ID3D11Device; +struct ID3D11DeviceContext; + +IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); +IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/imgui_impl_dx12.cpp new file mode 100644 index 0000000..b40e928 --- /dev/null +++ b/ImGui/impls/imgui_impl_dx12.cpp @@ -0,0 +1,650 @@ +// dear imgui: Renderer for DirectX12 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// Issues: +// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 + +// 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 + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Various minor tidying up. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). +// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. +// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). +// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. + +#include "imgui.h" +#include "imgui_impl_dx12.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +static ID3D12Device* g_pd3dDevice = NULL; +static ID3D10Blob* g_pVertexShaderBlob = NULL; +static ID3D10Blob* g_pPixelShaderBlob = NULL; +static ID3D12RootSignature* g_pRootSignature = NULL; +static ID3D12PipelineState* g_pPipelineState = NULL; +static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; +static ID3D12Resource* g_pFontTextureResource = NULL; +static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; +static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; + +struct FrameResources +{ + ID3D12Resource* IndexBuffer; + ID3D12Resource* VertexBuffer; + int IndexBufferSize; + int VertexBufferSize; +}; +static FrameResources* g_pFrameResources = NULL; +static UINT g_numFramesInFlight = 0; +static UINT g_frameIndex = UINT_MAX; + +struct VERTEX_CONSTANT_BUFFER +{ + float mvp[4][4]; +}; + +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr) +{ + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + VERTEX_CONSTANT_BUFFER vertex_constant_buffer; + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); + } + + // Setup viewport + D3D12_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D12_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0.0f; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + D3D12_VERTEX_BUFFER_VIEW vbv; + memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; + vbv.StrideInBytes = stride; + ctx->IASetVertexBuffers(0, 1, &vbv); + D3D12_INDEX_BUFFER_VIEW ibv; + memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); + ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; + ctx->IASetIndexBuffer(&ibv); + ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->SetPipelineState(g_pPipelineState); + ctx->SetGraphicsRootSignature(g_pRootSignature); + ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + + // Setup blend factor + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendFactor(blend_factor); +} + +// 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_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // FIXME: I'm assuming that this only gets called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + g_frameIndex = g_frameIndex + 1; + FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + return; + } + if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + void* vtx_resource, *idx_resource; + D3D12_RANGE range; + memset(&range, 0, sizeof(D3D12_RANGE)); + if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) + return; + if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + fr->VertexBuffer->Unmap(0, &range); + fr->IndexBuffer->Unmap(0, &range); + + // Setup desired DX state + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Apply Scissor, Bind texture, Draw + 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) }; + ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } +} + +static void ImGui_ImplDX12_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_DEFAULT; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + desc.Alignment = 0; + desc.Width = width; + desc.Height = height; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + ID3D12Resource* pTexture = NULL; + g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); + + UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + UINT uploadSize = height * uploadPitch; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Alignment = 0; + desc.Width = uploadSize; + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + ID3D12Resource* uploadBuffer = NULL; + HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); + IM_ASSERT(SUCCEEDED(hr)); + + void* mapped = NULL; + D3D12_RANGE range = { 0, uploadSize }; + hr = uploadBuffer->Map(0, &range, &mapped); + IM_ASSERT(SUCCEEDED(hr)); + for (int y = 0; y < height; y++) + memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); + uploadBuffer->Unmap(0, &range); + + D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + srcLocation.pResource = uploadBuffer; + srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srcLocation.PlacedFootprint.Footprint.Width = width; + srcLocation.PlacedFootprint.Footprint.Height = height; + srcLocation.PlacedFootprint.Footprint.Depth = 1; + srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; + + D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + dstLocation.pResource = pTexture; + dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLocation.SubresourceIndex = 0; + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pTexture; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + + ID3D12Fence* fence = NULL; + hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + IM_ASSERT(SUCCEEDED(hr)); + + HANDLE event = CreateEvent(0, 0, 0, 0); + IM_ASSERT(event != NULL); + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; + + ID3D12CommandQueue* cmdQueue = NULL; + hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12CommandAllocator* cmdAlloc = NULL; + hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12GraphicsCommandList* cmdList = NULL; + hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); + IM_ASSERT(SUCCEEDED(hr)); + + cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); + cmdList->ResourceBarrier(1, &barrier); + + hr = cmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + + cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList); + hr = cmdQueue->Signal(fence, 1); + IM_ASSERT(SUCCEEDED(hr)); + + fence->SetEventOnCompletion(1, event); + WaitForSingleObject(event, INFINITE); + + cmdList->Release(); + cmdAlloc->Release(); + cmdQueue->Release(); + CloseHandle(event); + fence->Release(); + uploadBuffer->Release(); + + // Create texture view + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); + if (g_pFontTextureResource != NULL) + g_pFontTextureResource->Release(); + g_pFontTextureResource = pTexture; + } + + // 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; +} + +bool ImGui_ImplDX12_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (g_pPipelineState) + ImGui_ImplDX12_InvalidateDeviceObjects(); + + // Create the root signature + { + D3D12_DESCRIPTOR_RANGE descRange = {}; + descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange.NumDescriptors = 1; + descRange.BaseShaderRegister = 0; + descRange.RegisterSpace = 0; + descRange.OffsetInDescriptorsFromTableStart = 0; + + D3D12_ROOT_PARAMETER param[2] = {}; + + param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + param[0].Constants.ShaderRegister = 0; + param[0].Constants.RegisterSpace = 0; + param[0].Constants.Num32BitValues = 16; + param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + + param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + param[1].DescriptorTable.NumDescriptorRanges = 1; + param[1].DescriptorTable.pDescriptorRanges = &descRange; + param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_STATIC_SAMPLER_DESC staticSampler = {}; + staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.MipLODBias = 0.f; + staticSampler.MaxAnisotropy = 0; + staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; + staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; + staticSampler.MinLOD = 0.f; + staticSampler.MaxLOD = 0.f; + staticSampler.ShaderRegister = 0; + staticSampler.RegisterSpace = 0; + staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = _countof(param); + desc.pParameters = param; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &staticSampler; + desc.Flags = + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | + D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; + + ID3DBlob* blob = NULL; + if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) + return false; + + g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); + blob->Release(); + } + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX12 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; + memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); + psoDesc.NodeMask = 1; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.pRootSignature = g_pRootSignature; + psoDesc.SampleMask = UINT_MAX; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = g_RTVFormat; + psoDesc.SampleDesc.Count = 1; + psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() }; + + // Create the input layout + static D3D12_INPUT_ELEMENT_DESC local_layout[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + }; + psoDesc.InputLayout = { local_layout, 3 }; + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + SamplerState sampler0 : register(s0);\ + Texture2D texture0 : register(t0);\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); + if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; + } + + // Create the blending setup + { + D3D12_BLEND_DESC& desc = psoDesc.BlendState; + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; + desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + } + + // Create the rasterizer state + { + D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; + desc.FillMode = D3D12_FILL_MODE_SOLID; + desc.CullMode = D3D12_CULL_MODE_NONE; + desc.FrontCounterClockwise = FALSE; + desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + desc.DepthClipEnable = true; + desc.MultisampleEnable = FALSE; + desc.AntialiasedLineEnable = FALSE; + desc.ForcedSampleCount = 0; + desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; + } + + // Create depth-stencil State + { + D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; + desc.DepthEnable = false; + desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.BackFace = desc.FrontFace; + } + + if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK) + return false; + + ImGui_ImplDX12_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX12_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + return; + + ImGuiIO& io = ImGui::GetIO(); + if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } + if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } + if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } + if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + for (UINT i = 0; i < g_numFramesInFlight; i++) + { + FrameResources* fr = &g_pFrameResources[i]; + if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } + if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } + } +} + +bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) +{ + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx12"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + g_pd3dDevice = device; + g_RTVFormat = rtv_format; + g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; + g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; + g_pFrameResources = new FrameResources[num_frames_in_flight]; + g_numFramesInFlight = num_frames_in_flight; + g_frameIndex = UINT_MAX; + + // Create buffers with a default size (they will later be grown as needed) + for (int i = 0; i < num_frames_in_flight; i++) + { + FrameResources* fr = &g_pFrameResources[i]; + fr->IndexBuffer = NULL; + fr->VertexBuffer = NULL; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; + } + + return true; +} + +void ImGui_ImplDX12_Shutdown() +{ + ImGui_ImplDX12_InvalidateDeviceObjects(); + delete[] g_pFrameResources; + g_pFrameResources = NULL; + g_pd3dDevice = NULL; + g_hFontSrvCpuDescHandle.ptr = 0; + g_hFontSrvGpuDescHandle.ptr = 0; + g_numFramesInFlight = 0; + g_frameIndex = UINT_MAX; +} + +void ImGui_ImplDX12_NewFrame() +{ + if (!g_pPipelineState) + ImGui_ImplDX12_CreateDeviceObjects(); +} diff --git a/ImGui/impls/imgui_impl_dx12.h b/ImGui/impls/imgui_impl_dx12.h new file mode 100644 index 0000000..8ae75e5 --- /dev/null +++ b/ImGui/impls/imgui_impl_dx12.h @@ -0,0 +1,34 @@ +// dear imgui: Renderer for DirectX12 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// Issues: +// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 + +// 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 + +#pragma once + +enum DXGI_FORMAT; +struct ID3D12Device; +struct ID3D12GraphicsCommandList; +struct D3D12_CPU_DESCRIPTOR_HANDLE; +struct D3D12_GPU_DESCRIPTOR_HANDLE; + +// cmd_list is the command list that the implementation will use to render imgui draw lists. +// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate +// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); +IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); diff --git a/ImGui/impls/imgui_impl_dx9.cpp b/ImGui/impls/imgui_impl_dx9.cpp new file mode 100644 index 0000000..2ee76ca --- /dev/null +++ b/ImGui/impls/imgui_impl_dx9.cpp @@ -0,0 +1,284 @@ +// dear imgui: Renderer for DirectX9 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits 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 + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#include "imgui_impl_dx9.h" + +// DirectX +#include +#define DIRECTINPUT_VERSION 0x0800 +#include + +// DirectX data +static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; +static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; +static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; +static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; +static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + g_pd3dDevice->SetViewport(&vp); + + // 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_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_SCISSORTESTENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, 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); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// 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 + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Create and grow buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) + return; + } + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* d3d9_state_block = NULL; + if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + return; + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + 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; } + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + return; + if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + return; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; + for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += cmd_list->IdxBuffer.Size; + } + g_pVB->Unlock(); + g_pIB->Unlock(); + g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); + g_pd3dDevice->SetIndices(g_pIB); + g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + 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; + 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); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore the DX9 transform + g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); + g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); + g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + d3d9_state_block->Apply(); + d3d9_state_block->Release(); +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + // Setup back-end 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. + + g_pd3dDevice = device; + g_pd3dDevice->AddRef(); + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // 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) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) + return false; + for (int y = 0; y < height; y++) + memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); + g_FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->TexID = (ImTextureID)g_FontTexture; + + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + 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. +} + +void ImGui_ImplDX9_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} diff --git a/ImGui/impls/imgui_impl_dx9.h b/ImGui/impls/imgui_impl_dx9.h new file mode 100644 index 0000000..1eaea87 --- /dev/null +++ b/ImGui/impls/imgui_impl_dx9.h @@ -0,0 +1,23 @@ +// dear imgui: Renderer for DirectX9 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits 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 + +#pragma once + +struct IDirect3DDevice9; + +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); diff --git a/ImGui/impls/imgui_impl_win32.cpp b/ImGui/impls/imgui_impl_win32.cpp new file mode 100644 index 0000000..85dede4 --- /dev/null +++ b/ImGui/impls/imgui_impl_win32.cpp @@ -0,0 +1,322 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#include "imgui.h" +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include +#include + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. + +// Win32 Data +static HWND g_hWnd = 0; +static INT64 g_Time = 0; +static INT64 g_TicksPerSecond = 0; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +static bool g_HasGamepad = false; +static bool g_WantUpdateHasGamepad = true; + +// Functions +bool ImGui_ImplWin32_Init(void* hwnd) +{ + if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) + return false; + + // Setup back-end capabilities flags + g_hWnd = (HWND)hwnd; + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + 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. + io.KeyMap[ImGuiKey_Tab] = VK_TAB; + io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = VK_UP; + io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; + io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; + io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; + io.KeyMap[ImGuiKey_Home] = VK_HOME; + io.KeyMap[ImGuiKey_End] = VK_END; + io.KeyMap[ImGuiKey_Insert] = VK_INSERT; + io.KeyMap[ImGuiKey_Delete] = VK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = VK_BACK; + io.KeyMap[ImGuiKey_Space] = VK_SPACE; + io.KeyMap[ImGuiKey_Enter] = VK_RETURN; + io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; + io.KeyMap[ImGuiKey_A] = 'A'; + io.KeyMap[ImGuiKey_C] = 'C'; + io.KeyMap[ImGuiKey_V] = 'V'; + io.KeyMap[ImGuiKey_X] = 'X'; + io.KeyMap[ImGuiKey_Y] = 'Y'; + io.KeyMap[ImGuiKey_Z] = 'Z'; + + return true; +} + +void ImGui_ImplWin32_Shutdown() +{ + g_hWnd = (HWND)0; +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + return true; +} + +static void ImGui_ImplWin32_UpdateMousePos() +{ + ImGuiIO& io = ImGui::GetIO(); + + // 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); + } + + // Set mouse position + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + POINT pos; + if (HWND active_window = ::GetForegroundWindow()) + if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd)) + if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) + io.MousePos = ImVec2((float)pos.x, (float)pos.y); +} + +#ifdef _MSC_VER +#pragma comment(lib, "xinput") +#endif + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (g_WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps; + g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); + g_WantUpdateHasGamepad = false; + } + + XINPUT_STATE xinput_state; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + { + const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); + #undef MAP_BUTTON + #undef MAP_ANALOG + } +} + +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()."); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect; + ::GetClientRect(g_hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time; + ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; + g_Time = current_time; + + // Read keyboard modifiers inputs + io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; + io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; + io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; + io.KeySuper = false; + // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. + + // Update OS mouse position + ImGui_ImplWin32_UpdateMousePos(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(); +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Process Win32 mouse/keyboard inputs. +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + switch (msg) + { + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + ::SetCapture(hwnd); + io.MouseDown[button] = true; + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + io.MouseDown[button] = false; + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + ::ReleaseCapture(); + return 0; + } + case WM_MOUSEWHEEL: + io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + case WM_MOUSEHWHEEL: + io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + case WM_KEYDOWN: + case WM_SYSKEYDOWN: + if (wParam < 256) + io.KeysDown[wParam] = 1; + return 0; + case WM_KEYUP: + case WM_SYSKEYUP: + if (wParam < 256) + io.KeysDown[wParam] = 0; + return 0; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + io.AddInputCharacter((unsigned int)wParam); + return 0; + case WM_SETCURSOR: + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; + case WM_DEVICECHANGE: + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + g_WantUpdateHasGamepad = true; + return 0; + } + return 0; +} + diff --git a/ImGui/impls/imgui_impl_win32.h b/ImGui/impls/imgui_impl_win32.h new file mode 100644 index 0000000..7616186 --- /dev/null +++ b/ImGui/impls/imgui_impl_win32.h @@ -0,0 +1,21 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#pragma once + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Handler for Win32 messages, update mouse/keyboard data. +// You may or not need this for your implementation, but it can serve as reference for handling inputs. +// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. +/* +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +*/ From faf13e77b65fc060e56cebf768374a550be8eacc Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:27:09 +0200 Subject: [PATCH 003/152] Added 64bits support to ImGui --- ImGui/imgui.h | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/ImGui/imgui.h b/ImGui/imgui.h index a81296f..aa5b534 100644 --- a/ImGui/imgui.h +++ b/ImGui/imgui.h @@ -120,9 +120,14 @@ struct ImGuiTextFilter; // Helper to parse and apply text filters (e // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +#ifndef _WIN64 +#include +typedef int64_t ImTextureID; +#else #ifndef ImTextureID typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) #endif +#endif typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling From cb28b22fd3c543c5eb3ae90326868d28531422f3 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:27:54 +0200 Subject: [PATCH 004/152] Don't support gamepad (remove directinput dependency) --- ImGui/impls/imgui_impl_win32.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/ImGui/impls/imgui_impl_win32.cpp b/ImGui/impls/imgui_impl_win32.cpp index 85dede4..3e2f72d 100644 --- a/ImGui/impls/imgui_impl_win32.cpp +++ b/ImGui/impls/imgui_impl_win32.cpp @@ -146,6 +146,7 @@ static void ImGui_ImplWin32_UpdateMousePos() io.MousePos = ImVec2((float)pos.x, (float)pos.y); } +/* #ifdef _MSC_VER #pragma comment(lib, "xinput") #endif @@ -196,6 +197,7 @@ static void ImGui_ImplWin32_UpdateGamepads() #undef MAP_ANALOG } } +*/ void ImGui_ImplWin32_NewFrame() { @@ -232,7 +234,7 @@ void ImGui_ImplWin32_NewFrame() } // Update game controllers (if enabled and available) - ImGui_ImplWin32_UpdateGamepads(); + //ImGui_ImplWin32_UpdateGamepads(); } // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. From ead81a704bca90419684887b3ff2989161b8787e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:31:24 +0200 Subject: [PATCH 005/152] Added missing ImGui headers --- ImGui/imstb_rectpack.h | 630 ++++++ ImGui/imstb_textedit.h | 1417 ++++++++++++ ImGui/imstb_truetype.h | 4903 ++++++++++++++++++++++++++++++++++++++++ 3 files changed, 6950 insertions(+) create mode 100644 ImGui/imstb_rectpack.h create mode 100644 ImGui/imstb_textedit.h create mode 100644 ImGui/imstb_truetype.h diff --git a/ImGui/imstb_rectpack.h b/ImGui/imstb_rectpack.h new file mode 100644 index 0000000..23f922a --- /dev/null +++ b/ImGui/imstb_rectpack.h @@ -0,0 +1,630 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 0.99. +// Those changes would need to be pushed into nothings/stb: +// - Added STBRP__CDECL +// Grep for [DEAR IMGUI] to find the changes. + +// stb_rect_pack.h - v0.99 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// +// Version history: +// +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +#ifdef STBRP_LARGE_RECTS +typedef int stbrp_coord; +#else +typedef unsigned short stbrp_coord; +#endif + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +// [DEAR IMGUI] Added STBRP__CDECL +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; +#ifndef STBRP_LARGE_RECTS + STBRP_ASSERT(width <= 0xffff && height <= 0xffff); +#endif + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; +#ifdef STBRP_LARGE_RECTS + context->extra[1].y = (1<<30); +#else + context->extra[1].y = 65535; +#endif + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height < c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + STBRP_ASSERT(y <= best_y); + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +// [DEAR IMGUI] Added STBRP__CDECL +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +// [DEAR IMGUI] Added STBRP__CDECL +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +#ifdef STBRP_LARGE_RECTS +#define STBRP__MAXVAL 0xffffffff +#else +#define STBRP__MAXVAL 0xffff +#endif + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/ImGui/imstb_textedit.h b/ImGui/imstb_textedit.h new file mode 100644 index 0000000..d7fcbd6 --- /dev/null +++ b/ImGui/imstb_textedit.h @@ -0,0 +1,1417 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.13. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// Grep for [DEAR IMGUI] to find the changes. + +// stb_textedit.h - v1.13 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining STB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Todo: +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you wante before including. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_STB_TEXTEDIT_H +#define INCLUDE_STB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef STB_TEXTEDIT_UNDOSTATECOUNT +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef STB_TEXTEDIT_UNDOCHARCOUNT +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_CHARTYPE int +#endif +#ifndef STB_TEXTEDIT_POSITIONTYPE +#define STB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + STB_TEXTEDIT_POSITIONTYPE where; + STB_TEXTEDIT_POSITIONTYPE insert_length; + STB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; + STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_STB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef STB_TEXTEDIT_IMPLEMENTATION + +#ifndef STB_TEXTEDIT_memmove +#include +#define STB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; ++k) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return k+i+1; + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z) { + // if it's at the end, then find the last line -- simpler than trying to + // explicitly handle this case in the regular code + if (single_line) { + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + } else { + find->y = 0; + find->x = 0; + find->height = 1; + while (i < z) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + prev_start = i; + i += r.num_chars; + } + find->first_char = i; + find->length = 0; + find->prev_first = prev_start; + } + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; ++i) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // remove the undo since we didn't actually insert the characters + if (state->undostate.undo_point) + --state->undostate.undo_point; + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// API key: process a keyboard input +static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; + + // can't add newline in single-line mode + if (c == '\n' && state->single_line) + break; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + ++state->cursor; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str,state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + stb_text_makeundo_insert(state, state->cursor, 1); + ++state->cursor; + state->has_preferred_x = 0; + } + } + } + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + --state->cursor; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + ++state->cursor; + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + --state->select_end; + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + ++state->select_end; + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + + if (state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str,state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + // now find character position down a row + if (find.length) { + float goal_x = state->has_preferred_x ? state->preferred_x : find.x; + float x; + int start = find.first_char + find.length; + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + + if (state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + // can only go up if there's a previous row + if (find.prev_first != find.first_char) { + // now find character position up a row + float goal_x = state->has_preferred_x ? state->preferred_x : find.x; + float x; + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, 1); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + stb_textedit_delete(str, state, state->cursor-1, 1); + --state->cursor; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + +// @TODO: +// STB_TEXTEDIT_K_PGUP - move cursor up a page +// STB_TEXTEDIT_K_PGDOWN - move cursor down a page + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // {DEAR IMGUI] + size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//STB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/ImGui/imstb_truetype.h b/ImGui/imstb_truetype.h new file mode 100644 index 0000000..c1cdb18 --- /dev/null +++ b/ImGui/imstb_truetype.h @@ -0,0 +1,4903 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.20. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.20 - public domain +// authored from 2009-2016 by Sean Barrett / RAD Game Tools +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen +// Cass Everitt Martins Mozeiko +// stoiko (Haemimont Games) Cap Petschulat +// Brian Hook Omar Cornut +// Walter van Niftrik github:aloucks +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. github:oyvindjam +// Brian Costabile github:vassvik +// +// VERSION HISTORY +// +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph recived the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item)); + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + if (unicode_codepoint < start) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours == -1) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595 + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else if (numberOfContours < 0) { + // @TODO other compound variations? + STBTT_assert(0); + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) stbtt__new_buf(NULL, 0); + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // fallthrough + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch(coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + } break; + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch(classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classDef1ValueArray + 2 * glyphCount; + } break; + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classRangeRecords + 6 * classRangeCount; + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } break; + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + STBTT_assert(glyph1class < class1Count); + STBTT_assert(glyph2class < class2Count); + + // TODO: Support more formats. + STBTT_GPOS_TODO_assert(valueFormat1 == 4); + if (valueFormat1 != 4) return 0; + STBTT_GPOS_TODO_assert(valueFormat2 == 0); + if (valueFormat2 != 0) return 0; + + if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) { + stbtt_uint8 *class1Records = table + 16; + stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count); + stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + break; + }; + } + } + break; + }; + + default: + // TODO: Implement other stuff. + break; + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + + if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = sy1 - sy0; + STBTT_assert(x >= 0 && x < len); + scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height; + scanline_fill[x] += e->direction * height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + // [DEAR IMGUI] Fix static analyzer warning + (void)dx; // [ImGui: fix static analyzer warning] + } + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = (x1+1 - x0) * dy + y_top; + + sign = e->direction; + // area of the rectangle covered from y0..y_crossing + area = sign * (y_crossing-sy0); + // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) + scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2); + + step = sign * dy; + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; + area += step; + } + y_crossing += dy * (x2 - (x1+1)); + + STBTT_assert(STBTT_fabs(area) <= 1.01f); + + scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing); + + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && spc->skip_missing) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i,j,n, return_value = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + orig[0] = x; + //orig[1] = y; // [DEAR IMGUI] commmented double assignment + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + c*x^2 + b*x + a = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + // if one scale is 0, use same scale for both + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) return NULL; // if both scales are 0, return NULL + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve + float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (verts[i].type == STBTT_vline) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3],px,py,t,it; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ From 3d3c8b26cd8728047d591145a7f4c2588d97f36a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:32:52 +0200 Subject: [PATCH 006/152] Added ImGui precompiled shaders (And removed dependency to d3dcompile) --- ImGui/impls/imgui_impl_dx10.cpp | 57 ++-- ImGui/impls/imgui_impl_dx11.cpp | 57 ++-- ImGui/impls/imgui_impl_dx12.cpp | 27 +- ImGui/impls/imgui_impl_dx9.cpp | 2 +- overlay_experimental/ImGui_ShaderBlobs.cpp | 286 +++++++++++++++++++++ overlay_experimental/ImGui_ShaderBlobs.h | 34 +++ 6 files changed, 418 insertions(+), 45 deletions(-) create mode 100644 overlay_experimental/ImGui_ShaderBlobs.cpp create mode 100644 overlay_experimental/ImGui_ShaderBlobs.h diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/imgui_impl_dx10.cpp index 22c4b9d..8ff8381 100644 --- a/ImGui/impls/imgui_impl_dx10.cpp +++ b/ImGui/impls/imgui_impl_dx10.cpp @@ -23,16 +23,19 @@ // 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 #include #include #include -#include -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + +#include "../../overlay_experimental/ImGui_ShaderBlobs.h" + +#ifdef USE_D3DCOMPILE +static ID3DBlob* g_pVertexShaderBlob = NULL; +static ID3DBlob* g_pPixelShaderBlob = NULL; #endif // DirectX data @@ -40,11 +43,9 @@ static ID3D10Device* g_pd3dDevice = NULL; static IDXGIFactory* g_pFactory = NULL; static ID3D10Buffer* g_pVB = NULL; static ID3D10Buffer* g_pIB = NULL; -static ID3D10Blob* g_pVertexShaderBlob = NULL; static ID3D10VertexShader* g_pVertexShader = NULL; static ID3D10InputLayout* g_pInputLayout = NULL; static ID3D10Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10Blob* g_pPixelShaderBlob = NULL; static ID3D10PixelShader* g_pPixelShader = NULL; static ID3D10SamplerState* g_pFontSampler = NULL; static ID3D10ShaderResourceView*g_pFontTextureView = NULL; @@ -336,39 +337,45 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the vertex shader { +#ifdef USE_D3DCOMPILE static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ - float4x4 ProjectionMatrix; \ + float4x4 ProjectionMatrix; \ };\ struct VS_INPUT\ {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ struct PS_INPUT\ {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ PS_INPUT main(VS_INPUT input)\ {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ }"; D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; + if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) return false; +#else + if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pVertexShader) != S_OK) + return false; +#endif // Create the input layout D3D10_INPUT_ELEMENT_DESC local_layout[] = @@ -377,8 +384,13 @@ bool ImGui_ImplDX10_CreateDeviceObjects() { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; +#ifdef USE_D3DCOMPILE if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) return false; +#else + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pInputLayout) != S_OK) + return false; +#endif // Create the constant buffer { @@ -394,6 +406,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the pixel shader { +#ifdef USE_D3DCOMPILE static const char* pixelShader = "struct PS_INPUT\ {\ @@ -415,6 +428,10 @@ bool ImGui_ImplDX10_CreateDeviceObjects() return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) return false; +#else + if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX10, ImGui_pixelShaderDX10_len, &g_pPixelShader) != S_OK) + return false; +#endif } // Create the blending setup @@ -477,11 +494,13 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } +#ifdef USE_D3DCOMPILE + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +#endif } bool ImGui_ImplDX10_Init(ID3D10Device* device) diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/imgui_impl_dx11.cpp index 3bcb03a..466bf25 100644 --- a/ImGui/impls/imgui_impl_dx11.cpp +++ b/ImGui/impls/imgui_impl_dx11.cpp @@ -23,15 +23,18 @@ // 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 #include #include -#include -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + +#include "../../overlay_experimental/ImGui_ShaderBlobs.h" + +#ifdef USE_D3DCOMPILE +static ID3DBlob* g_pVertexShaderBlob = NULL; +static ID3DBlob* g_pPixelShaderBlob = NULL; #endif // DirectX data @@ -40,11 +43,9 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; static IDXGIFactory* g_pFactory = NULL; static ID3D11Buffer* g_pVB = NULL; static ID3D11Buffer* g_pIB = NULL; -static ID3D10Blob* g_pVertexShaderBlob = NULL; static ID3D11VertexShader* g_pVertexShader = NULL; static ID3D11InputLayout* g_pInputLayout = NULL; static ID3D11Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10Blob* g_pPixelShaderBlob = NULL; static ID3D11PixelShader* g_pPixelShader = NULL; static ID3D11SamplerState* g_pFontSampler = NULL; static ID3D11ShaderResourceView*g_pFontTextureView = NULL; @@ -343,32 +344,33 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the vertex shader { +#ifdef USE_D3DCOMPILE static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ - float4x4 ProjectionMatrix; \ + float4x4 ProjectionMatrix; \ };\ struct VS_INPUT\ {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ struct PS_INPUT\ {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ PS_INPUT main(VS_INPUT input)\ {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ }"; D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); @@ -376,6 +378,10 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) return false; +#else + if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, NULL, &g_pVertexShader) != S_OK) + return false; +#endif // Create the input layout D3D11_INPUT_ELEMENT_DESC local_layout[] = @@ -384,8 +390,13 @@ bool ImGui_ImplDX11_CreateDeviceObjects() { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; +#ifdef USE_D3DCOMPILE if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) return false; +#else + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, &g_pInputLayout) != S_OK) + return false; +#endif // Create the constant buffer { @@ -401,6 +412,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the pixel shader { +#ifdef USE_D3DCOMPILE static const char* pixelShader = "struct PS_INPUT\ {\ @@ -422,6 +434,11 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) return false; +#else + + if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX11, ImGui_pixelShaderDX11_len, NULL, &g_pPixelShader) != S_OK) + return false; +#endif } // Create the blending setup @@ -484,11 +501,13 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } +#ifdef USE_D3DCOMPILE + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +#endif } bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/imgui_impl_dx12.cpp index b40e928..846c2c8 100644 --- a/ImGui/impls/imgui_impl_dx12.cpp +++ b/ImGui/impls/imgui_impl_dx12.cpp @@ -23,21 +23,22 @@ // 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 #include #include -#include -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + +#include "../../overlay_experimental/ImGui_ShaderBlobs.h" + +#ifdef USE_D3DCOMPILE +static ID3DBlob* g_pVertexShaderBlob = NULL; +static ID3DBlob* g_pPixelShaderBlob = NULL; #endif // DirectX data static ID3D12Device* g_pd3dDevice = NULL; -static ID3D10Blob* g_pVertexShaderBlob = NULL; -static ID3D10Blob* g_pPixelShaderBlob = NULL; static ID3D12RootSignature* g_pRootSignature = NULL; static ID3D12PipelineState* g_pPipelineState = NULL; static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; @@ -441,6 +442,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects() D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; ID3DBlob* blob = NULL; + + static decltype(D3D12SerializeRootSignature)* D3D12SerializeRootSignature = (decltype(D3D12SerializeRootSignature))GetProcAddress(GetModuleHandle("d3d12.dll"), "D3D12SerializeRootSignature"); if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) return false; @@ -467,6 +470,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the vertex shader { +#ifdef USE_D3DCOMPILE static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ @@ -499,7 +503,11 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() }; +#else + psoDesc.VS = { ImGui_vertexShaderDX12, ImGui_vertexShaderDX12_len }; +#endif + // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, @@ -511,6 +519,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the pixel shader { +#ifdef USE_D3DCOMPILE static const char* pixelShader = "struct PS_INPUT\ {\ @@ -531,6 +540,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; +#else + + psoDesc.PS = { ImGui_pixelShaderDX12, ImGui_pixelShaderDX12_len }; +#endif } // Create the blending setup @@ -589,8 +602,10 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() return; ImGuiIO& io = ImGui::GetIO(); +#ifdef USE_D3DCOMPILE if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } +#endif if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. diff --git a/ImGui/impls/imgui_impl_dx9.cpp b/ImGui/impls/imgui_impl_dx9.cpp index 2ee76ca..16102ed 100644 --- a/ImGui/impls/imgui_impl_dx9.cpp +++ b/ImGui/impls/imgui_impl_dx9.cpp @@ -22,7 +22,7 @@ // 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 diff --git a/overlay_experimental/ImGui_ShaderBlobs.cpp b/overlay_experimental/ImGui_ShaderBlobs.cpp new file mode 100644 index 0000000..3c536f6 --- /dev/null +++ b/overlay_experimental/ImGui_ShaderBlobs.cpp @@ -0,0 +1,286 @@ +#include "ImGui_ShaderBlobs.h" + +extern unsigned char ImGui_vertexShaderDX10[] = { + 0x44, 0x58, 0x42, 0x43, 0x7a, 0x54, 0x84, 0x96, 0xdf, 0xd1, 0x9e, 0x21, + 0xfd, 0x85, 0x86, 0x3d, 0x28, 0xd1, 0x03, 0xae, 0x01, 0x00, 0x00, 0x00, + 0x6c, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x04, 0x01, 0x00, 0x00, 0x74, 0x01, 0x00, 0x00, 0xe8, 0x01, 0x00, 0x00, + 0xf0, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xc8, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xfe, 0xff, 0x00, 0x01, 0x00, 0x00, + 0xa0, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x42, 0x75, 0x66, 0x66, 0x65, 0x72, + 0x00, 0xab, 0xab, 0xab, 0x3c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x64, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x50, 0x72, 0x6f, 0x6a, 0x65, 0x63, 0x74, 0x69, + 0x6f, 0x6e, 0x4d, 0x61, 0x74, 0x72, 0x69, 0x78, 0x00, 0xab, 0xab, 0xab, + 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, + 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, + 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, + 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0x49, 0x53, 0x47, 0x4e, + 0x68, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, + 0x59, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x5f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, + 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, + 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, + 0x4f, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x03, 0x0c, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, + 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, + 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, 0x53, 0x48, 0x44, 0x52, + 0x00, 0x01, 0x00, 0x00, 0x40, 0x00, 0x01, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x04, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, + 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, + 0x32, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, + 0x01, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x08, 0xf2, 0x00, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x56, 0x15, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x32, 0x00, 0x00, 0x0a, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x06, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, + 0x32, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, + 0x74, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_pixelShaderDX10[] = { + 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, + 0x6d, 0xc4, 0x28, 0xfa, 0x10, 0xc0, 0xd2, 0xc1, 0x01, 0x00, 0x00, 0x00, + 0x94, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, + 0x18, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x6e, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x65, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x73, 0x61, 0x6d, 0x70, + 0x6c, 0x65, 0x72, 0x30, 0x00, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, + 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, + 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, + 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, + 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, + 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, + 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, + 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, + 0x52, 0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, + 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xab, 0xab, 0x53, 0x48, 0x44, 0x52, + 0x94, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00, + 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, + 0x45, 0x00, 0x00, 0x09, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x38, 0x00, 0x00, 0x07, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, + 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_vertexShaderDX12[] = { + 0x44, 0x58, 0x42, 0x43, 0xb6, 0xcc, 0x5b, 0x29, 0xde, 0xfb, 0x4d, 0x91, + 0x1f, 0x52, 0xbe, 0xc7, 0x8b, 0x0f, 0xbf, 0x5c, 0x01, 0x00, 0x00, 0x00, + 0xdc, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x50, 0x01, 0x00, 0x00, 0xc0, 0x01, 0x00, 0x00, 0x34, 0x02, 0x00, 0x00, + 0x40, 0x03, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x14, 0x01, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x3c, 0x00, 0x00, 0x00, 0x00, 0x05, 0xfe, 0xff, 0x00, 0x01, 0x00, 0x00, + 0xec, 0x00, 0x00, 0x00, 0x52, 0x44, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; \ No newline at end of file diff --git a/overlay_experimental/ImGui_ShaderBlobs.h b/overlay_experimental/ImGui_ShaderBlobs.h new file mode 100644 index 0000000..f278f4c --- /dev/null +++ b/overlay_experimental/ImGui_ShaderBlobs.h @@ -0,0 +1,34 @@ +#ifndef __IMGUI_SHADER_BLOBS_INCLUDED__ +#define __IMGUI_SHADER_BLOBS_INCLUDED__ + +// Defining this will use d3dcompiler and it will be a dependence of the dll. +//#define USE_D3DCOMPILE + +#ifdef USE_D3DCOMPILE + #include + #ifdef _MSC_VER + #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + #endif +#else + +#define ImGui_vertexShaderDX10_len 876 +extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len]; + +#define ImGui_pixelShaderDX10_len 660 +extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len]; + +#define ImGui_vertexShaderDX11_len ImGui_vertexShaderDX10_len +#define ImGui_vertexShaderDX11 ImGui_vertexShaderDX10 + +#define ImGui_pixelShaderDX11_len ImGui_pixelShaderDX10_len +#define ImGui_pixelShaderDX11 ImGui_pixelShaderDX10 + +#define ImGui_vertexShaderDX12_len 988 +extern unsigned char ImGui_vertexShaderDX12[ImGui_vertexShaderDX12_len]; + +#define ImGui_pixelShaderDX12_len 736 +extern unsigned char ImGui_pixelShaderDX12[ImGui_pixelShaderDX12_len]; + +#endif + +#endif//__IMGUI_SHADER_BLOBS_INCLUDED__ \ No newline at end of file From bf9d85755cf65fc70a7def4be3f14c096a5fa6e8 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:33:07 +0200 Subject: [PATCH 007/152] Added overlay base --- overlay_experimental/steam_overlay.h | 428 +++++++++++++++++++++++++++ 1 file changed, 428 insertions(+) create mode 100644 overlay_experimental/steam_overlay.h diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h new file mode 100644 index 0000000..2edd219 --- /dev/null +++ b/overlay_experimental/steam_overlay.h @@ -0,0 +1,428 @@ +#pragma once + +#include +#include +#include +#include +#include +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +#include "base.h" +#include "Hook_Manager.h" + +static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; +static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; + +class Steam_Overlay +{ + Settings* settings; + SteamCallResults* callback_results; + SteamCallBacks* callbacks; + RunEveryRunCB* run_every_runcb; + + HWND game_hwnd; + WNDPROC game_hwnd_proc; + bool is_ready; + bool show_overlay; + Base_Hook window_hooks; + ENotificationPosition notif_position; + int h_inset, v_inset; + + Steam_Overlay(Steam_Overlay const&) = delete; + Steam_Overlay(Steam_Overlay&&) = delete; + Steam_Overlay& operator=(Steam_Overlay const&) = delete; + Steam_Overlay& operator=(Steam_Overlay&&) = delete; + + static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); } + + LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) + { + // Is the event is a key press + if (uMsg == WM_KEYDOWN) + { + // Tab is pressed and was not pressed before + if (wParam == VK_TAB && !(lParam & (1 << 30))) + { + static RECT old_clip; + // If Left Shift is pressed + if (GetAsyncKeyState(VK_LSHIFT) & (1 << (sizeof(SHORT) * 8 - 1))) + { + show_overlay = !show_overlay; + } + + if (show_overlay) + { + RECT cliRect, wndRect, clipRect; + + GetClipCursor(&old_clip); + // The window rectangle has borders and menus counted in the size + GetWindowRect(hWnd, &wndRect); + // The client rectangle is the window without borders + GetClientRect(hWnd, &cliRect); + + clipRect = wndRect; // Init clip rectangle + + // Get Window width with borders + wndRect.right -= wndRect.left; + // Get Window height with borders & menus + wndRect.bottom -= wndRect.top; + // Compute the border width + int borderWidth = (wndRect.right - cliRect.right) / 2; + // Client top clip is the menu bar width minus bottom border + clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth; + // Client left clip is the left border minus border width + clipRect.left += borderWidth; + // Here goes the same for right and bottom + clipRect.right -= borderWidth; + clipRect.bottom -= borderWidth; + + ClipCursor(&clipRect); + + ImGui::GetIO().MouseDrawCursor = true; + + { + GameOverlayActivated_t data = { 0 }; + data.m_bActive = true; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + } + else + { + ClipCursor(&old_clip); + ImGui::GetIO().MouseDrawCursor = false; + + { + GameOverlayActivated_t data = { 0 }; + data.m_bActive = false; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + } + } + + } + // If we should show the overlay + if (show_overlay) + { + // Call the overlay window procedure + ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); + return true; + } + // Else call the game window procedure + return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); + } + + bool IgnoreMsg(const MSG* lpMsg) + { + if (lpMsg->hwnd == game_hwnd && show_overlay) + { + switch (lpMsg->message) + { + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: + case WM_CHAR: + // We ignore theses message in the game windows, but our overlay needs them. + HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); + return true; + } + } + return false; + } + + static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg) + { + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if (_this->IgnoreMsg(lpMsg)) + return 0; + return _DispatchMessageA(lpMsg); + } + + static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg) + { + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if (_this->IgnoreMsg(lpMsg)) + return 0; + return _DispatchMessageW(lpMsg); + } + +public: + Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb) : + settings(settings), + callback_results(callback_results), + callbacks(callbacks), + run_every_runcb(run_every_runcb), + game_hwnd(NULL), + game_hwnd_proc(nullptr), + show_overlay(false), + is_ready(false) + {} + + ~Steam_Overlay() + {} + + bool Ready() const { return is_ready; } + bool NeedPresent() const { return true; } + void SetNotificationPosition(ENotificationPosition eNotificationPosition) { notif_position = eNotificationPosition; } + void SetNotificationInset(int nHorizontalInset, int nVerticalInset) { h_inset = nHorizontalInset, v_inset = nVerticalInset; } + void SetupOverlay() { Hook_Manager::Inst().HookRenderer(this); } + + void HookReady(void* hWnd) + { + if (game_hwnd != hWnd) + { + if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse. + { + window_hooks.BeginHook(); + + window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), + std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW)); + + window_hooks.EndHook(); + } + + is_ready = true; + if (game_hwnd) + SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); + + game_hwnd = (HWND)hWnd; + game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc); + } + } + + // https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/ + // https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook + + void OverlayProc( int width, int height ) + { + static int item = -1; + static const char* strs[] = { + "test1", + "test2", + "test3", + }; + + if (!show_overlay) + return; + + // Set the overlay windows to the size of the game window + ImGui::SetNextWindowPos({ 0,0 }); + ImGui::SetNextWindowSize({ static_cast(width), + static_cast(height) }); + + ImGui::Begin("SteamOverlay", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse); + + ImGui::LabelText("", "Username: %s(%llu) playing %u", + settings->get_local_name(), + settings->get_local_steam_id().ConvertToUint64(), + settings->get_local_game_id().AppID()); + + ImGui::Spacing(); + + //ImGui::ListBoxHeader(""); + ImGui::ListBox("Friends", &item, strs, (sizeof(strs) / sizeof(*strs))); + //ImGui::ListBoxFooter(); + + ImGui::Spacing(); + + RECT rect; + + GetWindowRect(game_hwnd, &rect); + + auto pos = ImGui::GetMousePos(); + + + ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); + ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); + + ImGui::End(); + + } + + /* + switchstr(args[0]) + { + casestr("get"): + sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; + sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; + sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_id") : + sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_server_id") : + sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_lobby") : + sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("list_friends") : + { + ovlay.write(str + "\n"); + + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl; + ovlay.write(sstr.str()); + } + } + break; + casestr("list_games") : + { + ovlay.write(str + "\n"); + + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (friend_info.m_steamIDLobby != k_steamIDNil) + { + connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + + casestr("invite_user") : + { + ovlay.write(str + "\n"); + + if (_this->lobbyID.IsValid()) + { + if (args.size() == 2) + { + std::string& friendName = args[1]; + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + if (friendName == name) + { + Common_Message msg; + Friend_Messages* friend_messages = new Friend_Messages(); + friend_messages->set_type(Friend_Messages::LOBBY_INVITE); + friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64()); + msg.set_allocated_friend_messages(friend_messages); + msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(id.ConvertToUint64()); + _this->_client->network->sendTo(&msg, true); + + sstr << "Invite sent" << std::endl; + ovlay.write(sstr.str()); + break; + } + } + + } + else + { + sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl; + ovlay.write(sstr.str()); + } + } + } + break; + + casestr("join_game") : + if (args.size() == 2) + { + ovlay.write(str + "\n"); + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1]) + { + connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + matchMaking->JoinLobby(friend_info.m_steamIDLobby); + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + + casestr("join_user") : + if (args.size() == 2) + { + ovlay.write(str + "\n"); + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (args[1] == name ) + { + connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + matchMaking->JoinLobby(friend_info.m_steamIDLobby); + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + } + } + } + */ + + +}; \ No newline at end of file From a60a106daf86e66b725122900cb9e6490329f12a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:33:28 +0200 Subject: [PATCH 008/152] Implementing overlay into existing code. --- dll/dll.cpp | 6 +++++- dll/steam_client.cpp | 9 ++++++--- dll/steam_client.h | 4 ++++ dll/steam_friends.h | 14 ++++++++------ dll/steam_utils.h | 19 +++++++++++-------- 5 files changed, 34 insertions(+), 18 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index eb35c2f..98eb1a7 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -200,7 +200,11 @@ S_API bool S_CALLTYPE SteamAPI_Init() crack_SteamAPI_Init(); #endif load_old_interface_versions(); - get_steam_client()->userLogIn(); + + Steam_Client* client = get_steam_client(); + client->userLogIn(); + client->steam_overlay->SetupOverlay(); + return true; } diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index c68d022..ddc12f3 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -303,9 +303,12 @@ Steam_Client::Steam_Client() PRINT_DEBUG("steam client init: id: %llu server id: %llu appid: %u port: %u \n", user_id.ConvertToUint64(), settings_server->get_local_steam_id().ConvertToUint64(), appid, port); + steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb); + steam_user = new Steam_User(settings_client, local_storage, network, callback_results_client, callbacks_client); - steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); - steam_utils = new Steam_Utils(settings_client, callback_results_client); + steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb, steam_overlay); + steam_utils = new Steam_Utils(settings_client, callback_results_client, steam_overlay); + steam_matchmaking = new Steam_Matchmaking(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_matchmaking_servers = new Steam_Matchmaking_Servers(settings_client, network); steam_user_stats = new Steam_User_Stats(settings_client, local_storage, callback_results_client, callbacks_client); @@ -333,7 +336,7 @@ Steam_Client::Steam_Client() PRINT_DEBUG("client init gameserver\n"); steam_gameserver = new Steam_GameServer(settings_server, network, callbacks_server); - steam_gameserver_utils = new Steam_Utils(settings_server, callback_results_server); + steam_gameserver_utils = new Steam_Utils(settings_server, callback_results_server, steam_overlay); steam_gameserverstats = new Steam_GameServerStats(settings_server, network, callback_results_server, callbacks_server); steam_gameserver_networking = new Steam_Networking(settings_server, network, callbacks_server, run_every_runcb); steam_gameserver_http = new Steam_HTTP(settings_server, network, callback_results_server, callbacks_server); diff --git a/dll/steam_client.h b/dll/steam_client.h index 08803e6..27b472f 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -48,6 +48,8 @@ #include "steam_gameserverstats.h" #include "steam_masterserver_updater.h" +#include "../overlay_experimental/steam_overlay.h" + #include class Steam_Client : @@ -113,6 +115,8 @@ public: Steam_Game_Coordinator *steam_gameserver_game_coordinator; Steam_Masterserver_Updater *steam_masterserver_updater; + Steam_Overlay* steam_overlay; + bool user_logged_in = false; bool server_init = false; std::thread background_keepalive; diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 145a1d5..7d1992f 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -40,6 +40,7 @@ public ISteamFriends class SteamCallBacks *callbacks; class SteamCallResults *callback_results; class RunEveryRunCB *run_every_runcb; + class Steam_Overlay* overlay; Friend us; bool modified; @@ -99,13 +100,14 @@ static void steam_friends_run_every_runcb(void *object) steam_friends->RunCallbacks(); } -Steam_Friends(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) +Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Steam_Overlay* overlay): + settings(settings), + network(network), + callbacks(callbacks), + callback_results(callback_results), + run_every_runcb(run_every_runcb), + overlay(overlay) { - this->settings = settings; - this->network = network; - this->callbacks = callbacks; - this->callback_results = callback_results; - this->run_every_runcb = run_every_runcb; this->network->setCallback(CALLBACK_ID_FRIEND, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this); this->network->setCallback(CALLBACK_ID_FRIEND_MESSAGES, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this); this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this); diff --git a/dll/steam_utils.h b/dll/steam_utils.h index 047e3ff..ed43326 100644 --- a/dll/steam_utils.h +++ b/dll/steam_utils.h @@ -17,6 +17,7 @@ #include "base.h" #include "local_storage.h" +#include "../overlay_experimental/steam_overlay.h" static std::chrono::time_point app_initialized_time = std::chrono::steady_clock::now(); @@ -34,13 +35,14 @@ public ISteamUtils private: Settings *settings; class SteamCallResults *callback_results; + Steam_Overlay* overlay; public: -Steam_Utils(Settings *settings, class SteamCallResults *callback_results) -{ - this->settings = settings; - this->callback_results = callback_results; -} +Steam_Utils(Settings *settings, class SteamCallResults *callback_results, Steam_Overlay *overlay): + settings(settings), + callback_results(callback_results), + overlay(overlay) +{} // return the number of seconds since the user uint32 GetSecondsSinceAppActive() @@ -144,6 +146,7 @@ uint32 GetAppID() void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) { PRINT_DEBUG("SetOverlayNotificationPosition\n"); + overlay->SetNotificationPosition(eNotificationPosition); } @@ -218,8 +221,7 @@ void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) bool IsOverlayEnabled() { PRINT_DEBUG("IsOverlayEnabled\n"); - //TODO - return false; + return overlay->Ready(); } @@ -235,7 +237,7 @@ bool IsOverlayEnabled() bool BOverlayNeedsPresent() { PRINT_DEBUG("BOverlayNeedsPresent\n"); - return false; + return overlay->NeedPresent(); } @@ -305,6 +307,7 @@ bool IsSteamRunningInVR() void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset ) { PRINT_DEBUG("SetOverlayNotificationInset\n"); + overlay->SetNotificationInset(nHorizontalInset, nVerticalInset); } From 6328b59b0b4142c17da3ecc061680132149790db Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 31 Jul 2019 22:19:44 +0200 Subject: [PATCH 009/152] Added opengl hook --- ImGui/impls/imgui_impl_opengl3.cpp | 632 ++++++++++++++++++++++++++ ImGui/impls/imgui_impl_opengl3.h | 47 ++ overlay_experimental/Hook_Manager.cpp | 33 +- overlay_experimental/OpenGL_Hook.cpp | 144 ++++++ overlay_experimental/OpenGL_Hook.h | 41 ++ 5 files changed, 879 insertions(+), 18 deletions(-) create mode 100644 ImGui/impls/imgui_impl_opengl3.cpp create mode 100644 ImGui/impls/imgui_impl_opengl3.h create mode 100644 overlay_experimental/OpenGL_Hook.cpp create mode 100644 overlay_experimental/OpenGL_Hook.h diff --git a/ImGui/impls/imgui_impl_opengl3.cpp b/ImGui/impls/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..9585215 --- /dev/null +++ b/ImGui/impls/imgui_impl_opengl3.cpp @@ -0,0 +1,632 @@ +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 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..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits 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 + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. +// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. +// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. +// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". +// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. +// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. +// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. +// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + +//---------------------------------------- +// OpenGL GLSL GLSL +// version version string +//---------------------------------------- +// 2.0 110 "#version 110" +// 2.1 120 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" +// 3.2 150 "#version 150" +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" +// 4.1 410 "#version 410 core" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 +//---------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif +#if defined(__APPLE__) +#include "TargetConditionals.h" +#endif + +// Auto-detect GL version +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#endif +#endif + +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 +#else +#include // Use GL ES 3 +#endif +#else +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) +#include // Needs to be initialized with gl3wInit() in user's code +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) +#include // Needs to be initialized with glewInit() in user's code +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) +#include // Needs to be initialized with gladLoadGL() in user's code +#else +#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM +#endif +#endif + +// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0 +#else +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1 +#endif + +// OpenGL Data +static char g_GlslVersionString[32] = ""; +static GLuint g_FontTexture = 0; +static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location +static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location +static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_opengl3"; +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + + // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. +#if defined(IMGUI_IMPL_OPENGL_ES2) + if (glsl_version == NULL) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) + if (glsl_version == NULL) + glsl_version = "#version 300 es"; +#else + if (glsl_version == NULL) + glsl_version = "#version 130"; +#endif + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); + strcpy(g_GlslVersionString, glsl_version); + strcat(g_GlslVersionString, "\n"); + + // Make a dummy GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. + // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + // 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); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef GL_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); +#ifdef GL_SAMPLER_BINDING + 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); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glEnableVertexAttribArray(g_AttribLocationVtxPos); + glEnableVertexAttribArray(g_AttribLocationVtxUV); + glEnableVertexAttribArray(g_AttribLocationVtxColor); + glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); +} + +// 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. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); +#ifdef GL_SAMPLER_BINDING + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); +#endif + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object); +#endif +#ifdef GL_POLYGON_MODE + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); +#endif + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + bool clip_origin_lower_left = true; +#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) + GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT) + if (last_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; +#endif + + // Setup desired GL state + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. + GLuint vertex_array_object = 0; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glGenVertexArrays(1, &vertex_array_object); +#endif + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + + // Upload vertex/index buffers + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) + { + // Apply scissor/clipping rectangle + if (clip_origin_lower_left) + 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)); + else + glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) + + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); +#else + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); +#endif + } + } + } + } + + // Destroy the temporary VAO +#ifndef IMGUI_IMPL_OPENGL_ES2 + glDeleteVertexArrays(1, &vertex_array_object); +#endif + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); +#ifdef GL_SAMPLER_BINDING + glBindSampler(0, last_sampler); +#endif + glActiveTexture(last_active_texture); +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(last_vertex_array_object); +#endif + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); +#ifdef GL_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); +#endif + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#ifdef GL_UNPACK_ROW_LENGTH + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); +#endif + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. +static bool CheckShader(GLuint handle, const char* desc) +{ + GLint status = 0, log_length = 0; + glGetShaderiv(handle, GL_COMPILE_STATUS, &status); + glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. +static bool CheckProgram(GLuint handle, const char* desc) +{ + GLint status = 0, log_length = 0; + glGetProgramiv(handle, GL_LINK_STATUS, &status); + glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLint last_vertex_array; + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif + + // Parse GLSL version string + int glsl_version = 130; + sscanf(g_GlslVersionString, "#version %d", &glsl_version); + + const GLchar* vertex_shader_glsl_120 = + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_130 = + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_300_es = + "precision mediump float;\n" + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_410_core = + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_120 = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_130 = + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_300_es = + "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_410_core = + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + // Select shaders matching our GLSL versions + const GLchar* vertex_shader = NULL; + const GLchar* fragment_shader = NULL; + if (glsl_version < 130) + { + vertex_shader = vertex_shader_glsl_120; + fragment_shader = fragment_shader_glsl_120; + } + else if (glsl_version >= 410) + { + vertex_shader = vertex_shader_glsl_410_core; + fragment_shader = fragment_shader_glsl_410_core; + } + else if (glsl_version == 300) + { + vertex_shader = vertex_shader_glsl_300_es; + fragment_shader = fragment_shader_glsl_300_es; + } + else + { + vertex_shader = vertex_shader_glsl_130; + fragment_shader = fragment_shader_glsl_130; + } + + // Create shaders + const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader }; + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); + glCompileShader(g_VertHandle); + CheckShader(g_VertHandle, "vertex shader"); + + const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader }; + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); + glCompileShader(g_FragHandle); + CheckShader(g_FragHandle, "fragment shader"); + + g_ShaderHandle = glCreateProgram(); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + CheckProgram(g_ShaderHandle, "shader program"); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + // Create buffers + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(last_vertex_array); +#endif + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/ImGui/impls/imgui_impl_opengl3.h b/ImGui/impls/imgui_impl_opengl3.h new file mode 100644 index 0000000..0f7eef7 --- /dev/null +++ b/ImGui/impls/imgui_impl_opengl3.h @@ -0,0 +1,47 @@ +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 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..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits 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 + +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. + +// About GLSL version: +// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. + +#pragma once + +// Specific OpenGL versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// Set default OpenGL3 loader to be gl3w +#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +#define IMGUI_IMPL_OPENGL_LOADER_GL3W +#endif + +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index d3d2d9c..32812a4 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -7,6 +7,7 @@ #include "DX11_Hook.h" #include "DX10_Hook.h" #include "DX9_Hook.h" +#include "OpenGL_Hook.h" #include @@ -17,26 +18,30 @@ decltype(LoadLibraryExW )* _LoadLibraryExW = LoadLibraryExW; void create_hookA(const char* libname) { - if (!strcmp(libname, "d3d9.dll")) + if (!_stricmp(libname, "d3d9.dll")) DX9_Hook::Create(); - else if (!strcmp(libname, "d3d10.dll")) + else if (!_stricmp(libname, "d3d10.dll")) DX10_Hook::Create(); - else if (!strcmp(libname, "d3d11.dll")) + else if (!_stricmp(libname, "d3d11.dll")) DX11_Hook::Create(); - else if (!strcmp(libname, "d3d12.dll")) + else if (!_stricmp(libname, "d3d12.dll")) DX12_Hook::Create(); + else if (!_stricmp(libname, "opengl32.dll")) + OpenGL_Hook::Create(); } void create_hookW(const wchar_t *libname) { - if (!wcscmp(libname, L"d3d9.dll")) + if (!_wcsicmp(libname, L"d3d9.dll")) DX9_Hook::Create(); - else if (!wcscmp(libname, L"d3d10.dll")) + else if (!_wcsicmp(libname, L"d3d10.dll")) DX10_Hook::Create(); - else if (!wcscmp(libname, L"d3d11.dll")) + else if (!_wcsicmp(libname, L"d3d11.dll")) DX11_Hook::Create(); - else if (!wcscmp(libname, L"d3d12.dll")) + else if (!_wcsicmp(libname, L"d3d12.dll")) DX12_Hook::Create(); + else if (!_wcsicmp(libname, L"opengl32.dll")) + OpenGL_Hook::Create(); } HMODULE WINAPI mLoadLibraryA(LPCTSTR lpLibFileName) @@ -88,7 +93,7 @@ void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) { overlay = ovlay; HookLoadLibrary(); - std::vector const libraries = { "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; + std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; std::vector::const_iterator it = libraries.begin(); while (it != libraries.end()) { @@ -102,15 +107,7 @@ void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) if (it == libraries.end()) break; - if (*it == "d3d9.dll") - DX9_Hook::Create(); - else if (*it == "d3d10.dll") - DX10_Hook::Create(); - else if (*it == "d3d11.dll") - DX11_Hook::Create(); - else if (*it == "d3d12.dll") - DX12_Hook::Create(); - + create_hookA(it->c_str()); ++it; } } diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp new file mode 100644 index 0000000..6a2adeb --- /dev/null +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -0,0 +1,144 @@ +#include "../dll/base.h" +#include "OpenGL_Hook.h" +#include "Hook_Manager.h" + +#include +#include +#include + +#include + +#pragma comment(lib, "opengl32") +#pragma comment(lib, "glew32s") + + +// This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used +static OpenGL_Hook* hook; + +void OpenGL_Hook::hook_ogl() +{ + if (!_hooked) + { + PRINT_DEBUG("Hooked OpenGL\n"); + _hooked = true; + Hook_Manager::Inst().FoundHook(this); + + GLenum err = glewInit(); + if (GLEW_OK != err) + { + /* Problem: glewInit failed, something is seriously wrong. */ + PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); + } + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers) + ); + EndHook(); + } +} + +void OpenGL_Hook::resetRenderState() +{ + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + initialized = false; + } +} + +void OpenGL_Hook::prepareForOverlay(HDC hDC) +{ + HWND hWnd = WindowFromDC(hDC); + RECT rect; + + GetClientRect(hWnd, &rect); + + if (!initialized) + { + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + Hook_Manager::Inst().ChangeGameWindow(hWnd); + + ImGui_ImplWin32_Init(hWnd); + ImGui_ImplOpenGL3_Init(); + + initialized = true; + } + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplWin32_NewFrame(); + + ImGui::NewFrame(); + + Hook_Manager::Inst().CallOverlayProc(rect.right, rect.bottom); + + ImGui::EndFrame(); + + ImGui::Render(); + + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); +} + +///////////////////////////////////////////////////////////////////////////////////// +// OpenGL Initialization functions +BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) +{ + auto res = hook->wglMakeCurrent(hDC, hGLRC); + hook->hook_ogl(); + return res; +} + +///////////////////////////////////////////////////////////////////////////////////// +BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) +{ + hook->prepareForOverlay(hDC); + return hook->wglSwapBuffers(hDC); +} + +OpenGL_Hook::OpenGL_Hook(): + initialized(false), + wglSwapBuffers(nullptr) +{ + _dll = GetModuleHandle(DLL_NAME); + _hooked = false; + // Hook to wglMakeCurrent so we know when it gets called. + // If its called, then OpenGL will be used to render the overlay. + wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); + wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers"); + + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent) + ); + EndHook(); +} + +OpenGL_Hook::~OpenGL_Hook() +{ + PRINT_DEBUG("OpenGL Hook removed\n"); + + if (_hooked) + { + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } + + hook = nullptr; +} + +void OpenGL_Hook::Create() +{ + if (hook == nullptr) + { + hook = new OpenGL_Hook; + // Register the hook to the Hook Manager + Hook_Manager::Inst().AddHook(hook); + } +} \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h new file mode 100644 index 0000000..ae3df16 --- /dev/null +++ b/overlay_experimental/OpenGL_Hook.h @@ -0,0 +1,41 @@ +#ifndef __INCLUDED_OPENGL_HOOK_H__ +#define __INCLUDED_OPENGL_HOOK_H__ + +#include "DirectX_VTables.h" +#include "Base_Hook.h" + +class OpenGL_Hook : public Base_Hook +{ +public: + static constexpr const char DLL_NAME[] = "opengl32.dll"; + + using wglSwapBuffers_t = BOOL(WINAPI)(HDC); + using wglMakeCurrent_t = BOOL(WINAPI)(HDC, HGLRC); + +private: + // Variables + bool initialized; + + // Functions + OpenGL_Hook(); + virtual ~OpenGL_Hook(); + + void hook_ogl(); + void resetRenderState(); + void prepareForOverlay(HDC hDC); + + // Hook to render functions + static BOOL WINAPI MywglSwapBuffers(HDC hDC); + + wglSwapBuffers_t* wglSwapBuffers; + + // Hook functions so we know we use OGL + static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); + + wglMakeCurrent_t* wglMakeCurrent; + +public: + static void Create(); // Initialize OGL Hook. +}; + +#endif//__INCLUDED_OPENGL_HOOK_H__ \ No newline at end of file From 631bcf9edf0aa5c760f1f4a634944fd6007e1767 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 31 Jul 2019 22:20:27 +0200 Subject: [PATCH 010/152] Updated hooks. --- overlay_experimental/Base_Hook.cpp | 3 +- overlay_experimental/DX10_Hook.cpp | 10 ++----- overlay_experimental/DX11_Hook.cpp | 8 ++--- overlay_experimental/DX12_Hook.cpp | 10 +++---- overlay_experimental/DX9_Hook.cpp | 48 +++++++++++++++++------------- overlay_experimental/DX9_Hook.h | 2 +- 6 files changed, 40 insertions(+), 41 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 24d39b5..59d4762 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -36,5 +36,6 @@ void Base_Hook::UnhookAll() void Base_Hook::HookFuncs(std::pair hook) { - DetourAttach(hook.first, hook.second); + if( DetourAttach(hook.first, hook.second) == 0 ) + _hooked_funcs.emplace_back(hook); } \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 47d9bf8..e1f8e01 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -2,8 +2,6 @@ #include "DX10_Hook.h" #include "Hook_Manager.h" -#include "../detours/detours.h" - #include #include #include @@ -59,6 +57,8 @@ void DX10_Hook::resetRenderState() mainRenderTargetView->Release(); ImGui_ImplDX10_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); initialized = false; } @@ -172,11 +172,7 @@ DX10_Hook::~DX10_Hook() PRINT_DEBUG("DX10 Hook removed\n"); if (_hooked) - { - ImGui_ImplDX10_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - } + resetRenderState(); hook = nullptr; } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 7c044d5..4492046 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -68,6 +68,8 @@ void DX11_Hook::resetRenderState() pContext->Release(); ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); initialized = false; } @@ -188,11 +190,7 @@ DX11_Hook::~DX11_Hook() PRINT_DEBUG("DX11 Hook removed\n"); if (_hooked) - { - ImGui_ImplDX11_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - } + resetRenderState(); hook = nullptr; } diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 7e74c5b..ac3317b 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -26,6 +26,8 @@ void DX12_Hook::resetRenderState() pDescriptorHeap->Release(); ImGui_ImplDX12_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); initialized = false; } @@ -35,7 +37,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; pSwapChain->GetDesc(&desc); - + if (!initialized) { D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {}; @@ -149,11 +151,7 @@ DX12_Hook::~DX12_Hook() PRINT_DEBUG("DX11 Hook removed\n"); if (_hooked) - { - ImGui_ImplDX12_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - } + resetRenderState(); hook = nullptr; } diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 210e301..15e6dc3 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -6,6 +6,8 @@ #include #include +#include "steam_overlay.h" + static DX9_Hook* hook; ////////////////////////////////////////////////////////////////// @@ -23,7 +25,7 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) Hook_Manager::Inst().FoundHook(this); IDirect3D9Ex* pD3D; - IDirect3DDevice9Ex* pDevice; + IDirect3DDevice9Ex* pDeviceEx; Direct3DCreate9Ex(SDKVersion, &pD3D); @@ -32,21 +34,21 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) params.BackBufferHeight = 1; params.hDeviceWindow = GetForegroundWindow(); - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDevice); + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); - loadFunctions(pDevice); + loadFunctions(pDeviceEx); - UnhookAll(); + //UnhookAll(); BeginHook(); HookFuncs( - //std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), + std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent), std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) ); EndHook(); - pDevice->Release(); + pDeviceEx->Release(); pD3D->Release(); } } @@ -56,8 +58,9 @@ void DX9_Hook::resetRenderState() if (initialized) { initialized = false; - ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); } } @@ -67,18 +70,20 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) pDevice->GetSwapChain(0, &pSwapChain); D3DPRESENT_PARAMETERS PresentParameters; pSwapChain->GetPresentParameters(&PresentParameters); - pSwapChain->Release(); + D3DDEVICE_CREATION_PARAMETERS param; + pDevice->GetCreationParameters(¶m); + + if (param.hFocusWindow != Hook_Manager::Inst().GetOverlay()->GetGameHwnd()) + resetRenderState(); + if (!initialized) { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - D3DDEVICE_CREATION_PARAMETERS param; - pDevice->GetCreationParameters(¶m); - Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow); ImGui_ImplWin32_Init(param.hFocusWindow); ImGui_ImplDX9_Init(pDevice); @@ -130,27 +135,32 @@ HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_ HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this) { - //if( !hook->uses_present ) + if( !hook->uses_present ) hook->prepareForOverlay(_this); return (_this->*hook->EndScene)(); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) { + hook->uses_present = true; hook->prepareForOverlay(_this); return (_this->*hook->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { + hook->uses_present = true; hook->prepareForOverlay(_this); return (_this->*hook->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); } - DX9_Hook::DX9_Hook(): initialized(false), - uses_present(false) + uses_present(false), + EndScene(nullptr), + Present(nullptr), + PresentEx(nullptr), + Reset(nullptr) { _dll = GetModuleHandle(DLL_NAME); _hooked = false; @@ -172,11 +182,7 @@ DX9_Hook::~DX9_Hook() PRINT_DEBUG("DX9 Hook removed\n"); if (_hooked) - { - ImGui_ImplDX9_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - } + resetRenderState(); hook = nullptr; } @@ -191,9 +197,9 @@ void DX9_Hook::Create() } } -void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* obj) +void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx) { - void** vTable = *reinterpret_cast(obj); + void** vTable = *reinterpret_cast(pDeviceEx); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X] LOAD_FUNC(Reset); diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 18b8ffb..8a98404 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -44,7 +44,7 @@ private: public: static void Create(); // Initialize DX9 Hook. - void loadFunctions(IDirect3DDevice9Ex *obj); + void loadFunctions(IDirect3DDevice9Ex *pDeviceEx); }; #endif//__INCLUDED_DX9_HOOK_H__ \ No newline at end of file From e6826d8ead3bd88a7f704fa840cca7e3368cd51f Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 31 Jul 2019 22:21:02 +0200 Subject: [PATCH 011/152] Basic & Ugly implementation of overlay. Overlay still WIP, don't look too much into the code. I will do it better soon. --- ImGui/imconfig.h | 9 +- dll/steam_client.cpp | 2 +- dll/steam_friends.h | 11 +- overlay_experimental/steam_overlay.cpp | 528 +++++++++++++++++++++++++ overlay_experimental/steam_overlay.h | 429 ++------------------ 5 files changed, 586 insertions(+), 393 deletions(-) create mode 100644 overlay_experimental/steam_overlay.cpp diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h index 2b77129..712b03c 100644 --- a/ImGui/imconfig.h +++ b/ImGui/imconfig.h @@ -27,12 +27,12 @@ //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) // It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. -//#define IMGUI_DISABLE_DEMO_WINDOWS -//#define IMGUI_DISABLE_METRICS_WINDOW +#define IMGUI_DISABLE_DEMO_WINDOWS +#define IMGUI_DISABLE_METRICS_WINDOW //---- 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_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). //#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard). //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. @@ -91,3 +91,6 @@ namespace ImGui void MyFunction(const char* name, const MyMatrix44& v); } */ + +#define GLEW_STATIC +#define IMGUI_IMPL_OPENGL_LOADER_GLEW \ No newline at end of file diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index ddc12f3..3bab4f8 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -303,7 +303,7 @@ Steam_Client::Steam_Client() PRINT_DEBUG("steam client init: id: %llu server id: %llu appid: %u port: %u \n", user_id.ConvertToUint64(), settings_server->get_local_steam_id().ConvertToUint64(), appid, port); - steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb); + steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb, network); steam_user = new Steam_User(settings_client, local_storage, network, callback_results_client, callbacks_client); steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb, steam_overlay); diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 7d1992f..dda67f1 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -15,7 +15,11 @@ License along with the Goldberg Emulator; if not, see . */ +#ifndef __INCLUDED_STEAM_FRIENDS_H__ +#define __INCLUDED_STEAM_FRIENDS_H__ + #include "base.h" +#include "../overlay_experimental/steam_overlay.h" #define SEND_FRIEND_RATE 4.0 @@ -113,6 +117,8 @@ Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callbac this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this); this->run_every_runcb->add(&Steam_Friends::steam_friends_run_every_runcb, this); modified = false; + + overlay->SetupFriends(&friends); } ~Steam_Friends() @@ -491,6 +497,7 @@ void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) void ActivateGameOverlay( const char *pchDialog ) { PRINT_DEBUG("Steam_Friends::ActivateGameOverlay %s\n", pchDialog); + overlay->OpenOverlay(pchDialog); } @@ -547,7 +554,7 @@ void SetPlayedWith( CSteamID steamIDUserPlayedWith ) void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby ) { PRINT_DEBUG("Steam_Friends::ActivateGameOverlayInviteDialog\n"); - // TODO: Here open the overlay + overlay->OpenOverlayInvite(steamIDLobby); } // gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set @@ -1048,3 +1055,5 @@ void Callback(Common_Message *msg) } }; + +#endif//__INCLUDED_STEAM_FRIENDS_H__ \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp new file mode 100644 index 0000000..c6aba7c --- /dev/null +++ b/overlay_experimental/steam_overlay.cpp @@ -0,0 +1,528 @@ +#include "steam_overlay.h" + +#include +#include +#include +#include +#include + +#include // iota + +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; +static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; + +LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); +} + +LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + // Is the event is a key press + if (uMsg == WM_KEYDOWN) + { + // Tab is pressed and was not pressed before + if (wParam == VK_TAB && !(lParam & (1 << 30))) + { + // If Left Shift is pressed + if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) + ShowOverlay(!show_overlay); + } + + } + // If we should show the overlay + if (show_overlay) + { + // Call the overlay window procedure + ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); + return true; + } + // Else call the game window procedure + return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); +} + +bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg) +{ + if (lpMsg->hwnd == game_hwnd && show_overlay) + { + switch (lpMsg->message) + { + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: + case WM_CHAR: + // We ignore theses message in the game windows, but our overlay needs them. + HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); + return true; + } + } + return false; +} + +LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg) +{ + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if (_this->IgnoreMsg(lpMsg)) + return 0; + return _DispatchMessageA(lpMsg); +} + +LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg) +{ + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if (_this->IgnoreMsg(lpMsg)) + return 0; + return _DispatchMessageW(lpMsg); +} + +Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) : + settings(settings), + callback_results(callback_results), + callbacks(callbacks), + run_every_runcb(run_every_runcb), + network(network), + game_hwnd(NULL), + game_hwnd_proc(nullptr), + show_overlay(false), + is_ready(false), + notif_position(ENotificationPosition::k_EPositionBottomLeft), + h_inset(0), + v_inset(0), + friend_action(friend_action_none), + overlay_state_changed(false) +{ + run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this); +} + +Steam_Overlay::~Steam_Overlay() +{ + run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this); +} + +void Steam_Overlay::steam_overlay_run_every_runcb(void* object) +{ + Steam_Overlay* _this = reinterpret_cast(object); + _this->RunCallbacks(); +} + +HWND Steam_Overlay::GetGameHwnd() const +{ + return game_hwnd; +} + +bool Steam_Overlay::Ready() const +{ + return is_ready; +} + +bool Steam_Overlay::NeedPresent() const +{ + return true; +} + +void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition) +{ + notif_position = eNotificationPosition; +} + +void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset) +{ + h_inset = nHorizontalInset; + v_inset = nVerticalInset; +} + +void Steam_Overlay::SetupOverlay() +{ + Hook_Manager::Inst().HookRenderer(this); +} + +void Steam_Overlay::HookReady(void* hWnd) +{ + if (game_hwnd != hWnd) + { + if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse. + { + window_hooks.BeginHook(); + + window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), + std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW) + // Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on + ); + + window_hooks.EndHook(); + + is_ready = true; + } + + if (game_hwnd) + SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); + + game_hwnd = (HWND)hWnd; + game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc); + } +} + +// https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/ +// https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook +// https://github.com/unknownv2/LinuxDetours + +void Steam_Overlay::SetupFriends(const std::vector* friends) +{ + this->friends = friends; +} + +void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) +{ + //this->lobbyId = lobbyId; + show_overlay = true; +} + +void Steam_Overlay::OpenOverlay(const char* pchDialog) +{ + // TODO: Show pages depending on pchDialog + show_overlay = true; +} + +void Steam_Overlay::ShowOverlay(bool state) +{ + static RECT old_clip; + + if (show_overlay == state) + return; + + show_overlay = state; + if (show_overlay) + { + RECT cliRect, wndRect, clipRect; + + GetClipCursor(&old_clip); + // The window rectangle has borders and menus counted in the size + GetWindowRect(game_hwnd, &wndRect); + // The client rectangle is the window without borders + GetClientRect(game_hwnd, &cliRect); + + clipRect = wndRect; // Init clip rectangle + + // Get Window width with borders + wndRect.right -= wndRect.left; + // Get Window height with borders & menus + wndRect.bottom -= wndRect.top; + // Compute the border width + int borderWidth = (wndRect.right - cliRect.right) / 2; + // Client top clip is the menu bar width minus bottom border + clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth; + // Client left clip is the left border minus border width + clipRect.left += borderWidth; + // Here goes the same for right and bottom + clipRect.right -= borderWidth; + clipRect.bottom -= borderWidth; + + ClipCursor(&clipRect); + + ImGui::GetIO().MouseDrawCursor = true; + } + else + { + ClipCursor(&old_clip); + ImGui::GetIO().MouseDrawCursor = false; + } + overlay_state_changed = true; +} + +void Steam_Overlay::OverlayProc( int width, int height ) +{ + if (!show_overlay) + return; + + int friend_size = friends->size(); + + // Set the overlay windows to the size of the game window + ImGui::SetNextWindowPos({ 0,0 }); + ImGui::SetNextWindowSize({ static_cast(width), + static_cast(height) }); + + bool close = false; + if (ImGui::Begin("SteamOverlay", &close, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse)) + { + ImGui::LabelText("", "Username: %s(%llu) playing %u", + settings->get_local_name(), + settings->get_local_steam_id().ConvertToUint64(), + settings->get_local_game_id().AppID()); + + ImGui::Spacing(); + + ImGui::ListBoxHeader("Friends", friend_size); + if (friend_size) + { + for (int i = 0; i < friend_size; ++i) + { + ImGui::PushID(i); + ImGui::Selectable(friends->at(i).name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::BeginPopupContextItem("Friends", 1)) + { + if (ImGui::Button("Invite")) + { + friend_action |= friend_action_invite; + friend_to_action = friends->at(i).id(); + } + if (ImGui::Button("Join")) + { + friend_action |= friend_action_join; + friend_to_action = friends->at(i).id(); + } + ImGui::EndPopup(); + } + else if (ImGui::IsMouseDoubleClicked(0)) + { + // Here handle the chat with the user friends->at(i).id() + } + ImGui::PopID(); + } + } + ImGui::ListBoxFooter(); + + //RECT rect; + //GetWindowRect(game_hwnd, &rect); + //auto pos = ImGui::GetMousePos(); + //ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); + //ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); + + + ImGui::End(); + } + + //ImGui::ShowDemoWindow(); +} + +#include "../dll/dll.h" + +void Steam_Overlay::RunCallbacks() +{ + if (overlay_state_changed) + { + GameOverlayActivated_t data = { 0 }; + data.m_bActive = show_overlay; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + overlay_state_changed = false; + } + + if (friend_action & friend_action_invite) + { + Common_Message msg; + Friend_Messages* friend_messages = new Friend_Messages(); + friend_messages->set_type(Friend_Messages::LOBBY_INVITE); + friend_messages->set_lobby_id(settings->get_lobby().ConvertToUint64()); + msg.set_allocated_friend_messages(friend_messages); + msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(friend_to_action); + network->sendTo(&msg, true); + + friend_action &= ~friend_action_invite; + } + + if (friend_action & friend_action_join) + { + FriendGameInfo_t friend_info = {}; + Steam_Friends* steamFriends = get_steam_client()->steam_friends; + steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info); + //get_steam_client()->steam_matchmaking->JoinLobby(friend_info.m_steamIDLobby); + + const char* connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect"); + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_to_action); + strncpy(data.m_rgchConnect, connect, k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + + friend_action &= ~friend_action_join; + } +} + + /* + switchstr(args[0]) + { + casestr("get"): + sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; + sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; + sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_id") : + sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_server_id") : + sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_lobby") : + sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("list_friends") : + { + ovlay.write(str + "\n"); + + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl; + ovlay.write(sstr.str()); + } + } + break; + casestr("list_games") : + { + ovlay.write(str + "\n"); + + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (friend_info.m_steamIDLobby != k_steamIDNil) + { + connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + + casestr("invite_user") : + { + ovlay.write(str + "\n"); + + if (_this->lobbyID.IsValid()) + { + if (args.size() == 2) + { + std::string& friendName = args[1]; + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + if (friendName == name) + { + Common_Message msg; + Friend_Messages* friend_messages = new Friend_Messages(); + friend_messages->set_type(Friend_Messages::LOBBY_INVITE); + friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64()); + msg.set_allocated_friend_messages(friend_messages); + msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(id.ConvertToUint64()); + _this->_client->network->sendTo(&msg, true); + + sstr << "Invite sent" << std::endl; + ovlay.write(sstr.str()); + break; + } + } + + } + else + { + sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl; + ovlay.write(sstr.str()); + } + } + } + break; + + casestr("join_game") : + if (args.size() == 2) + { + ovlay.write(str + "\n"); + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1]) + { + connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + matchMaking->JoinLobby(friend_info.m_steamIDLobby); + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + + casestr("join_user") : + if (args.size() == 2) + { + ovlay.write(str + "\n"); + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (args[1] == name ) + { + connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + matchMaking->JoinLobby(friend_info.m_steamIDLobby); + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + } + } + } + */ diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 2edd219..2c61dd4 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -1,17 +1,16 @@ -#pragma once +#ifndef __INCLUDED_STEAM_OVERLAY_H__ +#define __INCLUDED_STEAM_OVERLAY_H__ -#include -#include -#include -#include -#include -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); - -#include "base.h" +#include "../dll/base.h" #include "Hook_Manager.h" +#include -static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; -static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; +enum friend_action +{ + friend_action_none = 0, + friend_action_invite = 1<<0, + friend_action_join = 1<<1 +}; class Steam_Overlay { @@ -19,6 +18,9 @@ class Steam_Overlay SteamCallResults* callback_results; SteamCallBacks* callbacks; RunEveryRunCB* run_every_runcb; + Networking* network; + + const std::vector* friends; HWND game_hwnd; WNDPROC game_hwnd_proc; @@ -28,401 +30,52 @@ class Steam_Overlay ENotificationPosition notif_position; int h_inset, v_inset; + // Callback infos + uint64 friend_to_action; + int friend_action; + bool overlay_state_changed; + Steam_Overlay(Steam_Overlay const&) = delete; Steam_Overlay(Steam_Overlay&&) = delete; Steam_Overlay& operator=(Steam_Overlay const&) = delete; Steam_Overlay& operator=(Steam_Overlay&&) = delete; - static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); } + bool IgnoreMsg(const MSG* lpMsg); + LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) - { - // Is the event is a key press - if (uMsg == WM_KEYDOWN) - { - // Tab is pressed and was not pressed before - if (wParam == VK_TAB && !(lParam & (1 << 30))) - { - static RECT old_clip; - // If Left Shift is pressed - if (GetAsyncKeyState(VK_LSHIFT) & (1 << (sizeof(SHORT) * 8 - 1))) - { - show_overlay = !show_overlay; - } + static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg); + static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg); - if (show_overlay) - { - RECT cliRect, wndRect, clipRect; - - GetClipCursor(&old_clip); - // The window rectangle has borders and menus counted in the size - GetWindowRect(hWnd, &wndRect); - // The client rectangle is the window without borders - GetClientRect(hWnd, &cliRect); - - clipRect = wndRect; // Init clip rectangle - - // Get Window width with borders - wndRect.right -= wndRect.left; - // Get Window height with borders & menus - wndRect.bottom -= wndRect.top; - // Compute the border width - int borderWidth = (wndRect.right - cliRect.right) / 2; - // Client top clip is the menu bar width minus bottom border - clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth; - // Client left clip is the left border minus border width - clipRect.left += borderWidth; - // Here goes the same for right and bottom - clipRect.right -= borderWidth; - clipRect.bottom -= borderWidth; - - ClipCursor(&clipRect); - - ImGui::GetIO().MouseDrawCursor = true; - - { - GameOverlayActivated_t data = { 0 }; - data.m_bActive = true; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - } - } - else - { - ClipCursor(&old_clip); - ImGui::GetIO().MouseDrawCursor = false; - - { - GameOverlayActivated_t data = { 0 }; - data.m_bActive = false; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - } - } - } - - } - // If we should show the overlay - if (show_overlay) - { - // Call the overlay window procedure - ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); - return true; - } - // Else call the game window procedure - return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); - } - - bool IgnoreMsg(const MSG* lpMsg) - { - if (lpMsg->hwnd == game_hwnd && show_overlay) - { - switch (lpMsg->message) - { - case WM_MOUSEMOVE: - case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: - case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: - case WM_CHAR: - // We ignore theses message in the game windows, but our overlay needs them. - HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); - return true; - } - } - return false; - } - - static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg) - { - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if (_this->IgnoreMsg(lpMsg)) - return 0; - return _DispatchMessageA(lpMsg); - } - - static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg) - { - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if (_this->IgnoreMsg(lpMsg)) - return 0; - return _DispatchMessageW(lpMsg); - } + static void steam_overlay_run_every_runcb(void* object); + void RunCallbacks(); public: - Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb) : - settings(settings), - callback_results(callback_results), - callbacks(callbacks), - run_every_runcb(run_every_runcb), - game_hwnd(NULL), - game_hwnd_proc(nullptr), - show_overlay(false), - is_ready(false) - {} + Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); - ~Steam_Overlay() - {} + ~Steam_Overlay(); - bool Ready() const { return is_ready; } - bool NeedPresent() const { return true; } - void SetNotificationPosition(ENotificationPosition eNotificationPosition) { notif_position = eNotificationPosition; } - void SetNotificationInset(int nHorizontalInset, int nVerticalInset) { h_inset = nHorizontalInset, v_inset = nVerticalInset; } - void SetupOverlay() { Hook_Manager::Inst().HookRenderer(this); } + HWND GetGameHwnd() const; - void HookReady(void* hWnd) - { - if (game_hwnd != hWnd) - { - if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse. - { - window_hooks.BeginHook(); - - window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), - std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW)); + bool Ready() const; - window_hooks.EndHook(); - } + bool NeedPresent() const; - is_ready = true; - if (game_hwnd) - SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); + void SetNotificationPosition(ENotificationPosition eNotificationPosition); - game_hwnd = (HWND)hWnd; - game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc); - } - } + void SetNotificationInset(int nHorizontalInset, int nVerticalInset); + void SetupOverlay(); - // https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/ - // https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook + void HookReady(void* hWnd); - void OverlayProc( int width, int height ) - { - static int item = -1; - static const char* strs[] = { - "test1", - "test2", - "test3", - }; + void OverlayProc(int width, int height); - if (!show_overlay) - return; + void SetupFriends(const std::vector* friends); - // Set the overlay windows to the size of the game window - ImGui::SetNextWindowPos({ 0,0 }); - ImGui::SetNextWindowSize({ static_cast(width), - static_cast(height) }); + void OpenOverlayInvite(CSteamID lobbyId); + void OpenOverlay(const char* pchDialog); - ImGui::Begin("SteamOverlay", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse); + void ShowOverlay(bool state); +}; - ImGui::LabelText("", "Username: %s(%llu) playing %u", - settings->get_local_name(), - settings->get_local_steam_id().ConvertToUint64(), - settings->get_local_game_id().AppID()); - - ImGui::Spacing(); - - //ImGui::ListBoxHeader(""); - ImGui::ListBox("Friends", &item, strs, (sizeof(strs) / sizeof(*strs))); - //ImGui::ListBoxFooter(); - - ImGui::Spacing(); - - RECT rect; - - GetWindowRect(game_hwnd, &rect); - - auto pos = ImGui::GetMousePos(); - - - ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); - ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); - - ImGui::End(); - - } - - /* - switchstr(args[0]) - { - casestr("get"): - sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; - sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; - sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_id") : - sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_server_id") : - sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_lobby") : - sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("list_friends") : - { - ovlay.write(str + "\n"); - - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl; - ovlay.write(sstr.str()); - } - } - break; - casestr("list_games") : - { - ovlay.write(str + "\n"); - - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (friend_info.m_steamIDLobby != k_steamIDNil) - { - connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - - casestr("invite_user") : - { - ovlay.write(str + "\n"); - - if (_this->lobbyID.IsValid()) - { - if (args.size() == 2) - { - std::string& friendName = args[1]; - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - if (friendName == name) - { - Common_Message msg; - Friend_Messages* friend_messages = new Friend_Messages(); - friend_messages->set_type(Friend_Messages::LOBBY_INVITE); - friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64()); - msg.set_allocated_friend_messages(friend_messages); - msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64()); - msg.set_dest_id(id.ConvertToUint64()); - _this->_client->network->sendTo(&msg, true); - - sstr << "Invite sent" << std::endl; - ovlay.write(sstr.str()); - break; - } - } - - } - else - { - sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl; - ovlay.write(sstr.str()); - } - } - } - break; - - casestr("join_game") : - if (args.size() == 2) - { - ovlay.write(str + "\n"); - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1]) - { - connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - matchMaking->JoinLobby(friend_info.m_steamIDLobby); - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - - casestr("join_user") : - if (args.size() == 2) - { - ovlay.write(str + "\n"); - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (args[1] == name ) - { - connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - matchMaking->JoinLobby(friend_info.m_steamIDLobby); - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - } - } - } - */ - - -}; \ No newline at end of file +#endif//__INCLUDED_STEAM_OVERLAY_H__ From a08c8102a95be9ab6371d1ed2b5c8476d90af2f9 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 11:15:38 +0200 Subject: [PATCH 012/152] Use already defined functions to invite user to game. --- overlay_experimental/steam_overlay.cpp | 225 +++---------------------- 1 file changed, 24 insertions(+), 201 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index c6aba7c..ffe8834 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -314,215 +314,38 @@ void Steam_Overlay::RunCallbacks() overlay_state_changed = false; } + Steam_Friends* steamFriends = get_steam_client()->steam_friends; + Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking; + if (friend_action & friend_action_invite) { - Common_Message msg; - Friend_Messages* friend_messages = new Friend_Messages(); - friend_messages->set_type(Friend_Messages::LOBBY_INVITE); - friend_messages->set_lobby_id(settings->get_lobby().ConvertToUint64()); - msg.set_allocated_friend_messages(friend_messages); - msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); - msg.set_dest_id(friend_to_action); - network->sendTo(&msg, true); + std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect"); + if (connect.length() > 0) + steamFriends->InviteUserToGame(friend_to_action, connect.c_str()); + else if(settings->get_lobby().IsValid()) + steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_to_action); friend_action &= ~friend_action_invite; } if (friend_action & friend_action_join) { - FriendGameInfo_t friend_info = {}; - Steam_Friends* steamFriends = get_steam_client()->steam_friends; - steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info); - //get_steam_client()->steam_matchmaking->JoinLobby(friend_info.m_steamIDLobby); + std::string connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect"); + if (connect.length() > 0) + { + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_to_action); + strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + else + { + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info); + if(friend_info.m_steamIDLobby.IsValid()) + steamMatchmaking->JoinLobby(friend_info.m_steamIDLobby); + } - const char* connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect"); - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend.SetFromUint64(friend_to_action); - strncpy(data.m_rgchConnect, connect, k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - - friend_action &= ~friend_action_join; } -} - - /* - switchstr(args[0]) - { - casestr("get"): - sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; - sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; - sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_id") : - sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_server_id") : - sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_lobby") : - sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("list_friends") : - { - ovlay.write(str + "\n"); - - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl; - ovlay.write(sstr.str()); - } - } - break; - casestr("list_games") : - { - ovlay.write(str + "\n"); - - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (friend_info.m_steamIDLobby != k_steamIDNil) - { - connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - - casestr("invite_user") : - { - ovlay.write(str + "\n"); - - if (_this->lobbyID.IsValid()) - { - if (args.size() == 2) - { - std::string& friendName = args[1]; - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - if (friendName == name) - { - Common_Message msg; - Friend_Messages* friend_messages = new Friend_Messages(); - friend_messages->set_type(Friend_Messages::LOBBY_INVITE); - friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64()); - msg.set_allocated_friend_messages(friend_messages); - msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64()); - msg.set_dest_id(id.ConvertToUint64()); - _this->_client->network->sendTo(&msg, true); - - sstr << "Invite sent" << std::endl; - ovlay.write(sstr.str()); - break; - } - } - - } - else - { - sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl; - ovlay.write(sstr.str()); - } - } - } - break; - - casestr("join_game") : - if (args.size() == 2) - { - ovlay.write(str + "\n"); - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1]) - { - connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - matchMaking->JoinLobby(friend_info.m_steamIDLobby); - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - - casestr("join_user") : - if (args.size() == 2) - { - ovlay.write(str + "\n"); - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (args[1] == name ) - { - connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - matchMaking->JoinLobby(friend_info.m_steamIDLobby); - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - } - } - } - */ +} \ No newline at end of file From d646f6158267e1286fa2375a69687fb67b1b3a57 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 11:35:36 +0200 Subject: [PATCH 013/152] Removed numeric (don't use iota anymore) Also placed the include on the top of cpp file. Need to look into directinput and xinput hooks. --- overlay_experimental/steam_overlay.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ffe8834..0300e81 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -6,7 +6,7 @@ #include #include -#include // iota +#include "../dll/dll.h" extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); @@ -301,8 +301,6 @@ void Steam_Overlay::OverlayProc( int width, int height ) //ImGui::ShowDemoWindow(); } -#include "../dll/dll.h" - void Steam_Overlay::RunCallbacks() { if (overlay_state_changed) From 890f19c20ad1d1a658240bf9339e6019056fa3a0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 15:58:24 +0200 Subject: [PATCH 014/152] Fixing cross compiling with clang-cl --- overlay_experimental/DX10_Hook.h | 2 +- overlay_experimental/DX11_Hook.h | 2 +- overlay_experimental/DX12_Hook.h | 2 +- overlay_experimental/DX9_Hook.h | 2 +- overlay_experimental/OpenGL_Hook.h | 10 +++++----- 5 files changed, 9 insertions(+), 9 deletions(-) diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index 35d6b68..c345bb6 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -8,7 +8,7 @@ class DX10_Hook : public Base_Hook { public: - static constexpr const char DLL_NAME[] = "d3d10.dll"; + static constexpr const char *DLL_NAME = "d3d10.dll"; private: // Variables diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index 5f44f7d..cf39514 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -8,7 +8,7 @@ class DX11_Hook : public Base_Hook { public: - static constexpr const char DLL_NAME[] = "d3d11.dll"; + static constexpr const char *DLL_NAME = "d3d11.dll"; private: // Variables diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 5851bbd..a449101 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -8,7 +8,7 @@ class DX12_Hook : public Base_Hook { public: - static constexpr const char DLL_NAME[] = "d3d12.dll"; + static constexpr const char *DLL_NAME = "d3d12.dll"; private: // Variables diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 8a98404..e81d844 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -8,7 +8,7 @@ class DX9_Hook : public Base_Hook { public: - static constexpr const char DLL_NAME[] = "d3d9.dll"; + static constexpr const char *DLL_NAME = "d3d9.dll"; private: // Variables diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index ae3df16..1eacc9f 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -7,10 +7,10 @@ class OpenGL_Hook : public Base_Hook { public: - static constexpr const char DLL_NAME[] = "opengl32.dll"; + static constexpr const char *DLL_NAME = "opengl32.dll"; - using wglSwapBuffers_t = BOOL(WINAPI)(HDC); - using wglMakeCurrent_t = BOOL(WINAPI)(HDC, HGLRC); + using wglSwapBuffers_t = BOOL(WINAPI*)(HDC); + using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC); private: // Variables @@ -27,12 +27,12 @@ private: // Hook to render functions static BOOL WINAPI MywglSwapBuffers(HDC hDC); - wglSwapBuffers_t* wglSwapBuffers; + wglSwapBuffers_t wglSwapBuffers; // Hook functions so we know we use OGL static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); - wglMakeCurrent_t* wglMakeCurrent; + wglMakeCurrent_t wglMakeCurrent; public: static void Create(); // Initialize OGL Hook. From dda1e3210cb80c96141d10ddc422f53f8f36910b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 17:04:49 +0200 Subject: [PATCH 015/152] Fixed dual hook on last function call --- overlay_experimental/Base_Hook.cpp | 2 +- overlay_experimental/Base_Hook.h | 11 ++++++++--- 2 files changed, 9 insertions(+), 4 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 59d4762..d0da907 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -34,7 +34,7 @@ void Base_Hook::UnhookAll() } } -void Base_Hook::HookFuncs(std::pair hook) +void Base_Hook::HookFunc(std::pair hook) { if( DetourAttach(hook.first, hook.second) == 0 ) _hooked_funcs.emplace_back(hook); diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 7fb9281..153bac6 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -29,13 +29,18 @@ public: void EndHook(); void UnhookAll(); - void HookFuncs(std::pair hook); + void HookFunc(std::pair hook); + + template + void HookFuncs(std::pair funcs) + { + HookFunc(funcs); + } template void HookFuncs(std::pair funcs, Args... args) { - _hooked_funcs.emplace_back(std::move(funcs)); - HookFuncs(funcs); + HookFunc(funcs); HookFuncs(args...); } }; From c293c1ae05d5521dcf89378117b558756e27c62e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 17:05:41 +0200 Subject: [PATCH 016/152] Fixed game shutdown hang. Should watch the other implementations if they need the same treat or not. --- overlay_experimental/DX9_Hook.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 15e6dc3..bc7b315 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -182,7 +182,11 @@ DX9_Hook::~DX9_Hook() PRINT_DEBUG("DX9 Hook removed\n"); if (_hooked) - resetRenderState(); + { + ImGui_ImplDX9_InvalidateDeviceObjects(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } hook = nullptr; } From e674cd96e50e3f7e11fa7cba3fa4c4e426cb1256 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 19:07:19 +0200 Subject: [PATCH 017/152] DX9 Hook info comment --- overlay_experimental/DX9_Hook.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index bc7b315..9fdd5bb 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -183,6 +183,8 @@ DX9_Hook::~DX9_Hook() if (_hooked) { + //ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release()) + // maybe because D3D is already shut down when we try to free the device? ImGui_ImplDX9_InvalidateDeviceObjects(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); From a1037e3bf2dc1ae56ea44128a1c40a3809401733 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 19:08:09 +0200 Subject: [PATCH 018/152] size() returns a size_t. --- dll/steam_matchmaking.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 4622cc2..3a3fafc 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -1250,7 +1250,7 @@ void Callback(Common_Message *msg) if (msg->lobby().owner() != settings->get_local_steam_id().ConvertToUint64() && msg->lobby().appid() == settings->get_local_game_id().AppID()) { Lobby *lobby = get_lobby((uint64)msg->lobby().room_id()); if (!lobby) { - unsigned int old_size = lobbies.size(); + size_t old_size = lobbies.size(); lobbies.resize(old_size + 1); lobbies[old_size].set_room_id(msg->lobby().room_id()); lobby = &(lobbies[old_size]); From 3a0d9c55c192053be2a651ebe51ecfbcb5d0ee5c Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 09:06:59 +0200 Subject: [PATCH 019/152] Added support for dynamic d3dcompile load If you really want to use d3dcompile, then I think its better to find the most recent d3dcompile you have on your computer and load its D3DCompile function. This process is now automatically handled. Just define the right Preprocessor. --- ImGui/impls/imgui_impl_dx10.cpp | 12 ++++++++ ImGui/impls/imgui_impl_dx11.cpp | 10 +++++++ ImGui/impls/imgui_impl_dx12.cpp | 10 +++++++ overlay_experimental/ImGui_ShaderBlobs.cpp | 35 +++++++++++++++++++++- overlay_experimental/ImGui_ShaderBlobs.h | 9 ++++-- 5 files changed, 72 insertions(+), 4 deletions(-) diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/imgui_impl_dx10.cpp index 8ff8381..dd462f9 100644 --- a/ImGui/impls/imgui_impl_dx10.cpp +++ b/ImGui/impls/imgui_impl_dx10.cpp @@ -335,6 +335,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. +#ifdef USE_D3DCOMPILE + decltype(D3DCompile)* D3DCompile = load_d3dcompile(); + if (D3DCompile == nullptr) + return false; +#endif + // Create the vertex shader { #ifdef USE_D3DCOMPILE @@ -367,6 +373,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() }"; D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; @@ -424,6 +431,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() }"; D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); + if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) @@ -434,6 +442,10 @@ bool ImGui_ImplDX10_CreateDeviceObjects() #endif } +#ifdef USE_D3DCOMPILE + unload_d3dcompile(); +#endif + // Create the blending setup { D3D10_BLEND_DESC desc; diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/imgui_impl_dx11.cpp index 466bf25..0cf1b2b 100644 --- a/ImGui/impls/imgui_impl_dx11.cpp +++ b/ImGui/impls/imgui_impl_dx11.cpp @@ -342,6 +342,12 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. +#ifdef USE_D3DCOMPILE + decltype(D3DCompile)* D3DCompile = load_d3dcompile(); + if (D3DCompile == nullptr) + return false; +#endif + // Create the vertex shader { #ifdef USE_D3DCOMPILE @@ -441,6 +447,10 @@ bool ImGui_ImplDX11_CreateDeviceObjects() #endif } +#ifdef USE_D3DCOMPILE + unload_d3dcompile(); +#endif + // Create the blending setup { D3D11_BLEND_DESC desc; diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/imgui_impl_dx12.cpp index 846c2c8..2f57fe9 100644 --- a/ImGui/impls/imgui_impl_dx12.cpp +++ b/ImGui/impls/imgui_impl_dx12.cpp @@ -468,6 +468,12 @@ bool ImGui_ImplDX12_CreateDeviceObjects() psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; +#ifdef USE_D3DCOMPILE + decltype(D3DCompile)* D3DCompile = load_d3dcompile(); + if (D3DCompile == nullptr) + return false; +#endif + // Create the vertex shader { #ifdef USE_D3DCOMPILE @@ -546,6 +552,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects() #endif } +#ifdef USE_D3DCOMPILE + unload_d3dcompile(); +#endif + // Create the blending setup { D3D12_BLEND_DESC& desc = psoDesc.BlendState; diff --git a/overlay_experimental/ImGui_ShaderBlobs.cpp b/overlay_experimental/ImGui_ShaderBlobs.cpp index 3c536f6..4ab9d09 100644 --- a/overlay_experimental/ImGui_ShaderBlobs.cpp +++ b/overlay_experimental/ImGui_ShaderBlobs.cpp @@ -1,5 +1,36 @@ #include "ImGui_ShaderBlobs.h" +#ifdef USE_D3DCOMPILE + +#include + +static HMODULE d3dcompile_dll = nullptr; + +decltype(D3DCompile)* load_d3dcompile() +{ + decltype(D3DCompile)* func = nullptr; + for (int i = 47; i > 30; i--) + { + char dll_name[20]; + sprintf_s(dll_name, "d3dcompiler_%02d.dll", i); + if (d3dcompile_dll = LoadLibraryA(dll_name)) + { + func = (decltype(D3DCompile)*)GetProcAddress(d3dcompile_dll, "D3DCompile"); + break; + } + } + + return func; +} + +void unload_d3dcompile() +{ + if (d3dcompile_dll) + FreeLibrary(d3dcompile_dll); +} + +#else + extern unsigned char ImGui_vertexShaderDX10[] = { 0x44, 0x58, 0x42, 0x43, 0x7a, 0x54, 0x84, 0x96, 0xdf, 0xd1, 0x9e, 0x21, 0xfd, 0x85, 0x86, 0x3d, 0x28, 0xd1, 0x03, 0xae, 0x01, 0x00, 0x00, 0x00, @@ -283,4 +314,6 @@ extern unsigned char ImGui_pixelShaderDX12[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 -}; \ No newline at end of file +}; + +#endif \ No newline at end of file diff --git a/overlay_experimental/ImGui_ShaderBlobs.h b/overlay_experimental/ImGui_ShaderBlobs.h index f278f4c..a6a523b 100644 --- a/overlay_experimental/ImGui_ShaderBlobs.h +++ b/overlay_experimental/ImGui_ShaderBlobs.h @@ -6,9 +6,12 @@ #ifdef USE_D3DCOMPILE #include - #ifdef _MSC_VER - #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. - #endif + //#ifdef _MSC_VER + // #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + //#endif + + decltype(D3DCompile)* load_d3dcompile(); + void unload_d3dcompile(); #else #define ImGui_vertexShaderDX10_len 876 From 7137fae413bdf2a3b1bffb36bb28c4d827f27b0a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 09:07:53 +0200 Subject: [PATCH 020/152] Added error checks for renderer hooks Added errors checks but there are no error correction, If it fails your won't have any overlay at all. --- overlay_experimental/DX10_Hook.cpp | 43 ++++++++++++++++------------ overlay_experimental/DX11_Hook.cpp | 42 ++++++++++++++++----------- overlay_experimental/DX9_Hook.cpp | 34 +++++++++++++--------- overlay_experimental/OpenGL_Hook.cpp | 23 +++++++++------ 4 files changed, 85 insertions(+), 57 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index e1f8e01..373071e 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -13,19 +13,18 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) { if (!_hooked) { - PRINT_DEBUG("Hooked DirectX 10\n"); _hooked = true; Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - SwapChainDesc.BufferCount = 2; - SwapChainDesc.BufferDesc.Width = 800; - SwapChainDesc.BufferDesc.Height = 600; + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; SwapChainDesc.OutputWindow = GetForegroundWindow(); SwapChainDesc.SampleDesc.Count = 1; @@ -34,19 +33,27 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice); - loadFunctions(pDevice, pSwapChain); + if (pDevice != nullptr && pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked DirectX 10\n"); + loadFunctions(pDevice, pSwapChain); - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX10_Hook::Present , &DX10_Hook::MyPresent), - std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget , &DX10_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) - ); - EndHook(); - - pDevice->Release(); - pSwapChain->Release(); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent), + std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) + ); + EndHook(); + } + else + { + PRINT_DEBUG("Failed to hook DirectX 10\n"); + _hooked = false; + } + if(pDevice)pDevice->Release(); + if(pSwapChain)pSwapChain->Release(); } } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 4492046..61b3f9f 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -23,19 +23,18 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) { if (!_hooked) { - PRINT_DEBUG("Hooked DirectX 11\n"); _hooked = true; Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; ID3D11Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - SwapChainDesc.BufferCount = 2; - SwapChainDesc.BufferDesc.Width = 800; - SwapChainDesc.BufferDesc.Height = 600; + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; SwapChainDesc.OutputWindow = GetForegroundWindow(); SwapChainDesc.SampleDesc.Count = 1; @@ -44,19 +43,28 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); - loadFunctions(pDevice, pSwapChain); + if (pDevice != nullptr && pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked DirectX 11\n"); + loadFunctions(pDevice, pSwapChain); - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX11_Hook::Present , &DX11_Hook::MyPresent), - std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget , &DX11_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) - ); - EndHook(); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent), + std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget, &DX11_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) + ); + EndHook(); + } + else + { + PRINT_DEBUG("Failed to hook DirectX 11\n"); + _hooked = false; + } - pDevice->Release(); - pSwapChain->Release(); + if(pDevice) pDevice->Release(); + if(pSwapChain) pSwapChain->Release(); } } diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 9fdd5bb..1579917 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -20,7 +20,6 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) { if (!_hooked) { - PRINT_DEBUG("Hooked DirectX 9\n"); _hooked = true; Hook_Manager::Inst().FoundHook(this); @@ -36,20 +35,29 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); - loadFunctions(pDeviceEx); + if (pDeviceEx != nullptr) + { + PRINT_DEBUG("Hooked DirectX 9\n"); + loadFunctions(pDeviceEx); - //UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), - std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent), - std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) - //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) - ); - EndHook(); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), + std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent), + std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) + //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) + ); + EndHook(); + } + else + { + PRINT_DEBUG("Failed to DirectX 9\n"); + _hooked = false; + } - pDeviceEx->Release(); - pD3D->Release(); + if(pDeviceEx)pDeviceEx->Release(); + if(pD3D)pD3D->Release(); } } diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 6a2adeb..6a5e813 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -19,23 +19,28 @@ void OpenGL_Hook::hook_ogl() { if (!_hooked) { - PRINT_DEBUG("Hooked OpenGL\n"); _hooked = true; Hook_Manager::Inst().FoundHook(this); GLenum err = glewInit(); - if (GLEW_OK != err) + + if (err == GLEW_OK) { + PRINT_DEBUG("Hooked OpenGL\n"); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers) + ); + EndHook(); + } + else + { + PRINT_DEBUG("Failed to hook OpenGL\n"); /* Problem: glewInit failed, something is seriously wrong. */ PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); + _hooked = false; } - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers) - ); - EndHook(); } } From 300832ebb3fd39314f31110cb3ac86c1473f9b27 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 09:09:32 +0200 Subject: [PATCH 021/152] I think i should protect this --- overlay_experimental/steam_overlay.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 0300e81..3dd5d75 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -241,6 +241,8 @@ void Steam_Overlay::OverlayProc( int width, int height ) if (!show_overlay) return; + std::lock_guard lock(global_mutex); + int friend_size = friends->size(); // Set the overlay windows to the size of the game window From 156bee156485cab1effd5060f8c77c8909f4ee93 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 11:16:30 +0200 Subject: [PATCH 022/152] Invitation & Chat support (WIP) --- dll/steam_friends.h | 28 ++++--- overlay_experimental/steam_overlay.cpp | 100 +++++++++++++++++-------- overlay_experimental/steam_overlay.h | 39 +++++++++- 3 files changed, 120 insertions(+), 47 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index dda67f1..b456aec 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -117,8 +117,6 @@ Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callbac this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this); this->run_every_runcb->add(&Steam_Friends::steam_friends_run_every_runcb, this); modified = false; - - overlay->SetupFriends(&friends); } ~Steam_Friends() @@ -990,6 +988,7 @@ void Callback(Common_Message *msg) auto f = std::find_if(friends.begin(), friends.end(), [&id](Friend const& item) { return item.id() == id; }); if (friends.end() != f) { persona_change((uint64)f->id(), k_EPersonaChangeStatus); + overlay->FriendDisconnect(*f); friends.erase(f); } } @@ -1015,6 +1014,7 @@ void Callback(Common_Message *msg) if (!f) { if (msg->friend_().id() != settings->get_local_steam_id().ConvertToUint64()) { friends.push_back(msg->friend_()); + overlay->FriendConnect(msg->friend_()); persona_change((uint64)msg->friend_().id(), k_EPersonaChangeName); } } else { @@ -1036,20 +1036,26 @@ void Callback(Common_Message *msg) if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) { PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); //TODO: the user should accept the invite first but we auto accept it because there's no gui yet - GameLobbyJoinRequested_t data; - data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); - data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + // Then we will handle it ! + overlay->AddLobbyInvite(msg->source_id(), msg->friend_messages().lobby_id()); + + //GameLobbyJoinRequested_t data; + //data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); + //data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); + //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) { PRINT_DEBUG("Steam_Friends Got Game Invite\n"); //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above - std::string const& connect_str = msg->friend_messages().connect_str(); - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); - strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + // Then we will handle it ! + overlay->AddRichInvite(msg->source_id(), msg->friend_messages().connect_str().c_str()); + + //std::string const& connect_str = msg->friend_messages().connect_str(); + //GameRichPresenceJoinRequested_t data = {}; + //data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); + //strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1); + //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } } } diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 3dd5d75..aff7657 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -173,21 +173,16 @@ void Steam_Overlay::HookReady(void* hWnd) // https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook // https://github.com/unknownv2/LinuxDetours -void Steam_Overlay::SetupFriends(const std::vector* friends) -{ - this->friends = friends; -} - void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) { //this->lobbyId = lobbyId; - show_overlay = true; + ShowOverlay(true); } void Steam_Overlay::OpenOverlay(const char* pchDialog) { // TODO: Show pages depending on pchDialog - show_overlay = true; + ShowOverlay(true); } void Steam_Overlay::ShowOverlay(bool state) @@ -236,6 +231,38 @@ void Steam_Overlay::ShowOverlay(bool state) overlay_state_changed = true; } +void Steam_Overlay::AddLobbyInvite(uint64 friendId, uint64 lobbyId) +{ + invitation invite; + invite.type = invitation_type_lobby; + invite.friendId = friendId; + invite.lobbyId = lobbyId; + invitations.push_back(invite); +} + +void Steam_Overlay::AddRichInvite(uint64 friendId, const char* connect_str) +{ + invitation invite; + invite.type = invitation_type_rich; + invite.friendId = friendId; + strncpy(invite.connect, connect_str, k_cchMaxRichPresenceValueLength - 1); + invitations.push_back(invite); +} + +void Steam_Overlay::FriendConnect(Friend _friend) +{ + std::lock_guard lock(global_mutex); + friends[_friend] = false; +} + +void Steam_Overlay::FriendDisconnect(Friend _friend) +{ + std::lock_guard lock(global_mutex); + auto it = friends.find(_friend); + if (it != friends.end()) + friends.erase(it); +} + void Steam_Overlay::OverlayProc( int width, int height ) { if (!show_overlay) @@ -243,15 +270,15 @@ void Steam_Overlay::OverlayProc( int width, int height ) std::lock_guard lock(global_mutex); - int friend_size = friends->size(); + int friend_size = friends.size(); // Set the overlay windows to the size of the game window ImGui::SetNextWindowPos({ 0,0 }); ImGui::SetNextWindowSize({ static_cast(width), static_cast(height) }); - bool close = false; - if (ImGui::Begin("SteamOverlay", &close, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse)) + bool open_overlay = show_overlay; + if (ImGui::Begin("SteamOverlay", &open_overlay, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { ImGui::LabelText("", "Username: %s(%llu) playing %u", settings->get_local_name(), @@ -261,33 +288,40 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::Spacing(); ImGui::ListBoxHeader("Friends", friend_size); - if (friend_size) + std::for_each(friends.begin(), friends.end(), [this]( auto& i) { - for (int i = 0; i < friend_size; ++i) + ImGui::PushID(i.first.id()); + ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::BeginPopupContextItem("Friends", 1)) { - ImGui::PushID(i); - ImGui::Selectable(friends->at(i).name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); - if (ImGui::BeginPopupContextItem("Friends", 1)) + if (ImGui::Button("Invite")) { - if (ImGui::Button("Invite")) - { - friend_action |= friend_action_invite; - friend_to_action = friends->at(i).id(); - } - if (ImGui::Button("Join")) - { - friend_action |= friend_action_join; - friend_to_action = friends->at(i).id(); - } - ImGui::EndPopup(); + this->friend_action |= friend_action_invite; + this->friend_to_action = i.first.id(); } - else if (ImGui::IsMouseDoubleClicked(0)) + if (ImGui::Button("Join")) { - // Here handle the chat with the user friends->at(i).id() + this->friend_action |= friend_action_join; + this->friend_to_action = i.first.id(); } - ImGui::PopID(); + ImGui::EndPopup(); } - } + //else if (ImGui::IsMouseDoubleClicked(0)) + else if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + { + i.second = true; + } + ImGui::PopID(); + + if (i.second) + { + if (ImGui::Begin(i.first.name().c_str(), &i.second)) + { + // Fill this with the chat box and maybe the invitation + } + ImGui::End(); + } + }); ImGui::ListBoxFooter(); //RECT rect; @@ -295,10 +329,10 @@ void Steam_Overlay::OverlayProc( int width, int height ) //auto pos = ImGui::GetMousePos(); //ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); //ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); - - - ImGui::End(); } + ImGui::End(); + + ShowOverlay(open_overlay); //ImGui::ShowDemoWindow(); } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 2c61dd4..ac0d725 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -3,6 +3,7 @@ #include "../dll/base.h" #include "Hook_Manager.h" +#include #include enum friend_action @@ -12,6 +13,31 @@ enum friend_action friend_action_join = 1<<1 }; +enum invitation_type +{ + invitation_type_lobby, + invitation_type_rich +}; + +struct invitation +{ + uint8 type; + uint64 friendId; + union + { + uint64 lobbyId; + char connect[k_cchMaxRichPresenceValueLength]; + }; +}; + +struct Friend_Less +{ + bool operator()(const Friend& lhs, const Friend& rhs) const + { + return lhs.id() < rhs.id(); + } +}; + class Steam_Overlay { Settings* settings; @@ -20,7 +46,8 @@ class Steam_Overlay RunEveryRunCB* run_every_runcb; Networking* network; - const std::vector* friends; + // friend id, show client window (to chat and accept invite maybe) + std::map friends; HWND game_hwnd; WNDPROC game_hwnd_proc; @@ -30,6 +57,8 @@ class Steam_Overlay ENotificationPosition notif_position; int h_inset, v_inset; + std::vector invitations; + // Callback infos uint64 friend_to_action; int friend_action; @@ -70,12 +99,16 @@ public: void OverlayProc(int width, int height); - void SetupFriends(const std::vector* friends); - void OpenOverlayInvite(CSteamID lobbyId); void OpenOverlay(const char* pchDialog); void ShowOverlay(bool state); + + void AddLobbyInvite(uint64 friendId, uint64 lobbyId); + void AddRichInvite(uint64 friendId, const char* connect_str); + + void FriendConnect(Friend _friend); + void FriendDisconnect(Friend _friend); }; #endif//__INCLUDED_STEAM_OVERLAY_H__ From 8fe7c2267a23a1cd0f3b6e8c740c0312fd604348 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 13:02:20 +0200 Subject: [PATCH 023/152] User must now accept invite --- dll/steam_friends.h | 4 +- overlay_experimental/steam_overlay.cpp | 150 +++++++++++++++++-------- overlay_experimental/steam_overlay.h | 35 +++--- 3 files changed, 117 insertions(+), 72 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index b456aec..e6f6501 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1037,7 +1037,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); //TODO: the user should accept the invite first but we auto accept it because there's no gui yet // Then we will handle it ! - overlay->AddLobbyInvite(msg->source_id(), msg->friend_messages().lobby_id()); + overlay->AddLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id()); //GameLobbyJoinRequested_t data; //data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); @@ -1049,7 +1049,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Game Invite\n"); //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above // Then we will handle it ! - overlay->AddRichInvite(msg->source_id(), msg->friend_messages().connect_str().c_str()); + overlay->AddRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str()); //std::string const& connect_str = msg->friend_messages().connect_str(); //GameRichPresenceJoinRequested_t data = {}; diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index aff7657..6ac05f5 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -95,7 +95,6 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu notif_position(ENotificationPosition::k_EPositionBottomLeft), h_inset(0), v_inset(0), - friend_action(friend_action_none), overlay_state_changed(false) { run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this); @@ -231,28 +230,34 @@ void Steam_Overlay::ShowOverlay(bool state) overlay_state_changed = true; } -void Steam_Overlay::AddLobbyInvite(uint64 friendId, uint64 lobbyId) +void Steam_Overlay::AddLobbyInvite(Friend friendId, uint64 lobbyId) { - invitation invite; - invite.type = invitation_type_lobby; - invite.friendId = friendId; - invite.lobbyId = lobbyId; - invitations.push_back(invite); + std::lock_guard lock(global_mutex); + auto i = friends.find(friendId); + if (i != friends.end()) + { + auto& frd = i->second; + frd.lobbyId = lobbyId; + frd.window_state |= window_state_lobby_invite; + } } -void Steam_Overlay::AddRichInvite(uint64 friendId, const char* connect_str) +void Steam_Overlay::AddRichInvite(Friend friendId, const char* connect_str) { - invitation invite; - invite.type = invitation_type_rich; - invite.friendId = friendId; - strncpy(invite.connect, connect_str, k_cchMaxRichPresenceValueLength - 1); - invitations.push_back(invite); + std::lock_guard lock(global_mutex); + auto i = friends.find(friendId); + if (i != friends.end()) + { + auto& frd = i->second; + strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1); + frd.window_state |= window_state_rich_invite; + } } void Steam_Overlay::FriendConnect(Friend _friend) { std::lock_guard lock(global_mutex); - friends[_friend] = false; + friends[_friend].window_state = window_state_none; } void Steam_Overlay::FriendDisconnect(Friend _friend) @@ -296,29 +301,46 @@ void Steam_Overlay::OverlayProc( int width, int height ) { if (ImGui::Button("Invite")) { - this->friend_action |= friend_action_invite; - this->friend_to_action = i.first.id(); + i.second.window_state |= window_state_invite; + this->has_friend_action.push(i.first); } if (ImGui::Button("Join")) { - this->friend_action |= friend_action_join; - this->friend_to_action = i.first.id(); + i.second.window_state |= window_state_join; + this->has_friend_action.push(i.first); } ImGui::EndPopup(); } - //else if (ImGui::IsMouseDoubleClicked(0)) else if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) { - i.second = true; + i.second.window_state |= window_state_show; } ImGui::PopID(); - if (i.second) + if (i.second.window_state & window_state_show) { - if (ImGui::Begin(i.first.name().c_str(), &i.second)) + bool show = true; + if (ImGui::Begin(i.first.name().c_str(), &show)) { // Fill this with the chat box and maybe the invitation + if (i.second.window_state & (window_state_lobby_invite | window_state_rich_invite)) + { + ImGui::LabelText("", "%s invited you to join the game.", i.first.name().c_str()); + ImGui::SameLine(); + if (ImGui::Button("Accept")) + { + this->has_friend_action.push(i.first); + } + ImGui::SameLine(); + if (ImGui::Button("Refuse")) + { + i.second.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); + } + } } + // User closed the friend window + if( !show ) + i.second.window_state &= ~window_state_show; ImGui::End(); } }); @@ -351,35 +373,65 @@ void Steam_Overlay::RunCallbacks() Steam_Friends* steamFriends = get_steam_client()->steam_friends; Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking; - if (friend_action & friend_action_invite) + while (!has_friend_action.empty()) { - std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect"); - if (connect.length() > 0) - steamFriends->InviteUserToGame(friend_to_action, connect.c_str()); - else if(settings->get_lobby().IsValid()) - steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_to_action); - - friend_action &= ~friend_action_invite; - } - - if (friend_action & friend_action_join) - { - std::string connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect"); - if (connect.length() > 0) + auto friend_info = friends.find(has_friend_action.front()); + if (friend_info != friends.end()) { - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend.SetFromUint64(friend_to_action); - strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - } - else - { - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info); - if(friend_info.m_steamIDLobby.IsValid()) - steamMatchmaking->JoinLobby(friend_info.m_steamIDLobby); - } + uint64 friend_id = friend_info->first.id(); + // The user clicked on "Invite" + if (friend_info->second.window_state & window_state_invite) + { + std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect"); + if (connect.length() > 0) + steamFriends->InviteUserToGame(friend_id, connect.c_str()); + else if (settings->get_lobby().IsValid()) + steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id); - friend_action &= ~friend_action_join; + friend_info->second.window_state &= ~window_state_invite; + } + // The user clicked on "Join" + if (friend_info->second.window_state & window_state_join) + { + std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect"); + 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)); + } + else + { + FriendGameInfo_t friend_game_info = {}; + steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); + if (friend_game_info.m_steamIDLobby.IsValid()) + steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby); + } + + friend_info->second.window_state &= ~window_state_join; + } + // The user got a lobby invite and accepeted it + if (friend_info->second.window_state & window_state_lobby_invite) + { + GameLobbyJoinRequested_t data; + data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId); + data.m_steamIDFriend.SetFromUint64(friend_id); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + friend_info->second.window_state &= ~window_state_lobby_invite; + } + // The user got a rich presence invite and accepeted 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)); + + friend_info->second.window_state &= ~window_state_rich_invite; + } + } + has_friend_action.pop(); } } \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index ac0d725..24e84cc 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -4,25 +4,21 @@ #include "../dll/base.h" #include "Hook_Manager.h" #include -#include +#include -enum friend_action +enum window_state { - friend_action_none = 0, - friend_action_invite = 1<<0, - friend_action_join = 1<<1 + window_state_none = 0, + window_state_show = 1<<0, + window_state_invite = 1<<1, + window_state_join = 1<<2, + window_state_lobby_invite = 1<<3, + window_state_rich_invite = 1<<4 }; -enum invitation_type +struct friend_window_state { - invitation_type_lobby, - invitation_type_rich -}; - -struct invitation -{ - uint8 type; - uint64 friendId; + uint8 window_state; union { uint64 lobbyId; @@ -47,7 +43,7 @@ class Steam_Overlay Networking* network; // friend id, show client window (to chat and accept invite maybe) - std::map friends; + std::map friends; HWND game_hwnd; WNDPROC game_hwnd_proc; @@ -57,11 +53,8 @@ class Steam_Overlay ENotificationPosition notif_position; int h_inset, v_inset; - std::vector invitations; - // Callback infos - uint64 friend_to_action; - int friend_action; + std::queue has_friend_action; bool overlay_state_changed; Steam_Overlay(Steam_Overlay const&) = delete; @@ -104,8 +97,8 @@ public: void ShowOverlay(bool state); - void AddLobbyInvite(uint64 friendId, uint64 lobbyId); - void AddRichInvite(uint64 friendId, const char* connect_str); + void AddLobbyInvite(Friend friendId, uint64 lobbyId); + void AddRichInvite(Friend friendId, const char* connect_str); void FriendConnect(Friend _friend); void FriendDisconnect(Friend _friend); From 73fa7b50b5a1b3c8666677bd500ff37db4e01d3f Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 15:26:16 +0200 Subject: [PATCH 024/152] Moved some code to functions. --- overlay_experimental/steam_overlay.cpp | 98 +++++++++++++++----------- overlay_experimental/steam_overlay.h | 5 ++ 2 files changed, 61 insertions(+), 42 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 6ac05f5..1e12f75 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -268,6 +268,55 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) friends.erase(it); } +void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& state) +{ + if (ImGui::BeginPopupContextItem("Friends", 1)) + { + if (ImGui::Button("Invite")) + { + state.window_state |= window_state_invite; + has_friend_action.push(frd); + } + if (ImGui::Button("Join")) + { + state.window_state |= window_state_join; + has_friend_action.push(frd); + } + ImGui::EndPopup(); + } +} + +void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& state) +{ + if (!(state.window_state & window_state_show)) + return; + + bool show = true; + ImGui::SetNextWindowSizeConstraints({ 160.0,90.0 }, { 9999.0, 9999.0 }); + if (ImGui::Begin(frd.name().c_str(), &show)) + { + // Fill this with the chat box and maybe the invitation + if (state.window_state & (window_state_lobby_invite | window_state_rich_invite)) + { + ImGui::LabelText("", "%s invited you to join the game.", frd.name().c_str()); + ImGui::SameLine(); + if (ImGui::Button("Accept")) + { + this->has_friend_action.push(frd); + } + ImGui::SameLine(); + if (ImGui::Button("Refuse")) + { + state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); + } + } + } + // User closed the friend window + if (!show) + state.window_state &= ~window_state_show; + ImGui::End(); +} + void Steam_Overlay::OverlayProc( int width, int height ) { if (!show_overlay) @@ -292,57 +341,22 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::Spacing(); - ImGui::ListBoxHeader("Friends", friend_size); + ImGui::LabelText("", "Friends"); + ImGui::ListBoxHeader("", friend_size); std::for_each(friends.begin(), friends.end(), [this]( auto& i) { ImGui::PushID(i.first.id()); + ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); - if (ImGui::BeginPopupContextItem("Friends", 1)) - { - if (ImGui::Button("Invite")) - { - i.second.window_state |= window_state_invite; - this->has_friend_action.push(i.first); - } - if (ImGui::Button("Join")) - { - i.second.window_state |= window_state_join; - this->has_friend_action.push(i.first); - } - ImGui::EndPopup(); - } - else if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + BuildContextMenu(i.first, i.second); + if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) { i.second.window_state |= window_state_show; } + ImGui::PopID(); - if (i.second.window_state & window_state_show) - { - bool show = true; - if (ImGui::Begin(i.first.name().c_str(), &show)) - { - // Fill this with the chat box and maybe the invitation - if (i.second.window_state & (window_state_lobby_invite | window_state_rich_invite)) - { - ImGui::LabelText("", "%s invited you to join the game.", i.first.name().c_str()); - ImGui::SameLine(); - if (ImGui::Button("Accept")) - { - this->has_friend_action.push(i.first); - } - ImGui::SameLine(); - if (ImGui::Button("Refuse")) - { - i.second.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); - } - } - } - // User closed the friend window - if( !show ) - i.second.window_state &= ~window_state_show; - ImGui::End(); - } + BuildFriendWindow(i.first, i.second); }); ImGui::ListBoxFooter(); diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 24e84cc..15efdfc 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -72,6 +72,11 @@ class Steam_Overlay static void steam_overlay_run_every_runcb(void* object); void RunCallbacks(); + // Right click on friend + void BuildContextMenu(Friend const& frd, friend_window_state &state); + // Double click on friend + void BuildFriendWindow(Friend const& frd, friend_window_state &state); + public: Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); From 2a373bbf796f3e265459fd4481c2cbc16cc5d3c7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 23:01:24 +0200 Subject: [PATCH 025/152] Now I set the invite instead of adding it. You should send a lobby invite or a rich invite, but not both. --- dll/steam_friends.h | 4 ++-- overlay_experimental/steam_overlay.cpp | 8 ++++++-- overlay_experimental/steam_overlay.h | 4 ++-- 3 files changed, 10 insertions(+), 6 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index e6f6501..295851d 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1037,7 +1037,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); //TODO: the user should accept the invite first but we auto accept it because there's no gui yet // Then we will handle it ! - overlay->AddLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id()); + overlay->SetLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id()); //GameLobbyJoinRequested_t data; //data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); @@ -1049,7 +1049,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Game Invite\n"); //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above // Then we will handle it ! - overlay->AddRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str()); + overlay->SetRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str()); //std::string const& connect_str = msg->friend_messages().connect_str(); //GameRichPresenceJoinRequested_t data = {}; diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 1e12f75..3e46414 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -230,7 +230,7 @@ void Steam_Overlay::ShowOverlay(bool state) overlay_state_changed = true; } -void Steam_Overlay::AddLobbyInvite(Friend friendId, uint64 lobbyId) +void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) { std::lock_guard lock(global_mutex); auto i = friends.find(friendId); @@ -239,10 +239,12 @@ void Steam_Overlay::AddLobbyInvite(Friend friendId, uint64 lobbyId) auto& frd = i->second; frd.lobbyId = lobbyId; frd.window_state |= window_state_lobby_invite; + // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) + frd.window_state &= ~window_state_rich_invite; } } -void Steam_Overlay::AddRichInvite(Friend friendId, const char* connect_str) +void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) { std::lock_guard lock(global_mutex); auto i = friends.find(friendId); @@ -251,6 +253,8 @@ void Steam_Overlay::AddRichInvite(Friend friendId, const char* connect_str) auto& frd = i->second; strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1); frd.window_state |= window_state_rich_invite; + // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) + frd.window_state &= ~window_state_lobby_invite; } } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 15efdfc..fc879ef 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -102,8 +102,8 @@ public: void ShowOverlay(bool state); - void AddLobbyInvite(Friend friendId, uint64 lobbyId); - void AddRichInvite(Friend friendId, const char* connect_str); + void SetLobbyInvite(Friend friendId, uint64 lobbyId); + void SetRichInvite(Friend friendId, const char* connect_str); void FriendConnect(Friend _friend); void FriendDisconnect(Friend _friend); From 4f9e67d7003194fca7632fcba51ad399b0ee362e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 3 Aug 2019 12:58:48 +0200 Subject: [PATCH 026/152] Support for chat message (WIP) --- ImGui/imgui_draw.cpp | 30 +++++++++ dll/net.proto | 12 ++++ dll/network.cpp | 5 ++ dll/network.h | 1 + overlay_experimental/steam_overlay.cpp | 89 +++++++++++++++++++++++--- overlay_experimental/steam_overlay.h | 12 +++- 6 files changed, 138 insertions(+), 11 deletions(-) diff --git a/ImGui/imgui_draw.cpp b/ImGui/imgui_draw.cpp index e7c5e82..6fef016 100644 --- a/ImGui/imgui_draw.cpp +++ b/ImGui/imgui_draw.cpp @@ -2816,6 +2816,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col 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 { + ImU32 color_bkp = col; + if (!text_end) text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. @@ -2871,6 +2873,34 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col while (s < text_end) { + if (*s == 1) + { + ++s; + + unsigned char color[4]; + + for (int i = 0; i < 4; ++i, s+=2) + { + if (s[0] >= '0' && s[0] <= '9') + color[i] = (s[0] - '0') * 16; + else if (s[0] >= 'a' && s[0] <= 'f') + color[i] = (s[0] - 'a' + 10) * 16; + else if (s[0] >= 'A' && s[0] <= 'F') + color[i] = (s[0] - 'A' + 10) * 16; + + if (s[1] >= '0' && s[1] <= '9') + color[i] += (s[1] - '0'); + else if (s[1] >= 'a' && s[1] <= 'f') + color[i] += (s[1] - 'a' + 10); + else if (s[1] >= 'A' && s[1] <= 'F') + color[i] += (s[1] - 'A' + 10); + } + + col = ImColor(color[0], color[1], color[2], color[3]); + + continue; + } + if (word_wrap_enabled) { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. diff --git a/dll/net.proto b/dll/net.proto index 6146adc..d30e9af 100644 --- a/dll/net.proto +++ b/dll/net.proto @@ -185,6 +185,17 @@ message Friend_Messages { } } +message Steam_Messages { + enum Types { + FRIEND_CHAT = 0; + } + + Types type = 1; + oneof message_data { + bytes message = 2; + } +} + message Common_Message { uint64 source_id = 1; uint64 dest_id = 2; @@ -200,6 +211,7 @@ message Common_Message { Friend_Messages friend_messages = 11; Network_Old network_old = 12; Networking_Sockets networking_sockets = 13; + Steam_Messages steam_messages = 14; } uint32 source_ip = 128; diff --git a/dll/network.cpp b/dll/network.cpp index b85ce3f..eff9746 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -533,6 +533,11 @@ void Networking::do_callbacks_message(Common_Message *msg) PRINT_DEBUG("has_networking_sockets\n"); run_callbacks(CALLBACK_ID_NETWORKING_SOCKETS, msg); } + + if (msg->has_steam_messages()) { + PRINT_DEBUG("has_steam_messages\n"); + run_callbacks(CALLBACK_ID_STEAM_MESSAGES, msg); + } } bool Networking::handle_tcp(Common_Message *msg, struct TCP_Socket &socket) diff --git a/dll/network.h b/dll/network.h index bc0ce91..324ed62 100644 --- a/dll/network.h +++ b/dll/network.h @@ -60,6 +60,7 @@ enum Callback_Ids { CALLBACK_ID_AUTH_TICKET, CALLBACK_ID_FRIEND_MESSAGES, CALLBACK_ID_NETWORKING_SOCKETS, + CALLBACK_ID_STEAM_MESSAGES, CALLBACK_IDS_MAX }; diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 3e46414..bdf84ee 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -3,6 +3,7 @@ #include #include #include +#include #include #include @@ -98,6 +99,7 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu overlay_state_changed(false) { run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this); + this->network->setCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::steam_overlay_callback, this); } Steam_Overlay::~Steam_Overlay() @@ -105,6 +107,12 @@ Steam_Overlay::~Steam_Overlay() run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this); } +void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) +{ + Steam_Overlay* _this = reinterpret_cast(object); + _this->Callback(msg); +} + void Steam_Overlay::steam_overlay_run_every_runcb(void* object) { Steam_Overlay* _this = reinterpret_cast(object); @@ -262,6 +270,7 @@ void Steam_Overlay::FriendConnect(Friend _friend) { std::lock_guard lock(global_mutex); friends[_friend].window_state = window_state_none; + memset(friends[_friend].chat_input, 0, max_chat_len); } void Steam_Overlay::FriendDisconnect(Friend _friend) @@ -296,13 +305,13 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st return; bool show = true; - ImGui::SetNextWindowSizeConstraints({ 160.0,90.0 }, { 9999.0, 9999.0 }); + if (ImGui::Begin(frd.name().c_str(), &show)) { // Fill this with the chat box and maybe the invitation if (state.window_state & (window_state_lobby_invite | window_state_rich_invite)) { - ImGui::LabelText("", "%s invited you to join the game.", frd.name().c_str()); + ImGui::LabelText("##label", "%s invited you to join the game.", frd.name().c_str()); ImGui::SameLine(); if (ImGui::Button("Accept")) { @@ -314,6 +323,30 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); } } + + ImGui::PushItemWidth(-1.0f); + ImGui::InputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); + ImGui::PopItemWidth(); + + if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) + { + if (!(state.window_state & window_state_send_message)) + { + has_friend_action.push(frd); + state.window_state |= window_state_send_message; + } + } + + ImGui::SameLine(); + + if (ImGui::Button("Send")) + { + if (!(state.window_state & window_state_send_message)) + { + has_friend_action.push(frd); + state.window_state |= window_state_send_message; + } + } } // User closed the friend window if (!show) @@ -335,18 +368,17 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::SetNextWindowSize({ static_cast(width), static_cast(height) }); - bool open_overlay = show_overlay; - if (ImGui::Begin("SteamOverlay", &open_overlay, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) + if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { - ImGui::LabelText("", "Username: %s(%llu) playing %u", + ImGui::LabelText("##label", "Username: %s(%llu) playing %u", settings->get_local_name(), settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); ImGui::Spacing(); - ImGui::LabelText("", "Friends"); - ImGui::ListBoxHeader("", friend_size); + ImGui::LabelText("##label", "Friends"); + ImGui::ListBoxHeader("##label", friend_size); std::for_each(friends.begin(), friends.end(), [this]( auto& i) { ImGui::PushID(i.first.id()); @@ -372,11 +404,25 @@ void Steam_Overlay::OverlayProc( int width, int height ) } ImGui::End(); - ShowOverlay(open_overlay); - //ImGui::ShowDemoWindow(); } +void Steam_Overlay::Callback(Common_Message *msg) +{ + if (msg->has_steam_messages()) + { + Friend frd; + frd.set_id(msg->source_id()); + auto friend_info = friends.find(frd); + if (friend_info != friends.end()) + { + Steam_Messages const& steam_message = msg->steam_messages(); + // Change color to cyan for friend + friend_info->second.chat_history.append("\x1", 1).append("00FFFFFF", 8).append(steam_message.message()).append("\n", 1); + } + } +} + void Steam_Overlay::RunCallbacks() { if (overlay_state_changed) @@ -397,6 +443,31 @@ void Steam_Overlay::RunCallbacks() if (friend_info != friends.end()) { uint64 friend_id = friend_info->first.id(); + // The user clicken on "Send" + if (friend_info->second.window_state & window_state_send_message) + { + char* input = friend_info->second.chat_input; + char* end_input = input + strlen(input); + char* printable_char = std::find_if(input, end_input, [](char c) { + return std::isgraph(c); + }); + if (printable_char != end_input) + { + // Handle chat send + Common_Message msg; + Steam_Messages* steam_messages = new Steam_Messages; + steam_messages->set_type(Steam_Messages::FRIEND_CHAT); + steam_messages->set_message(friend_info->second.chat_input); + msg.set_allocated_steam_messages(steam_messages); + msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(friend_id); + network->sendTo(&msg, true); + + friend_info->second.chat_history.append("\x1", 1).append("00FF00FF", 8).append(input).append("\n", 1); + } + *input = 0; // Reset the input field + friend_info->second.window_state &= ~window_state_send_message; + } // The user clicked on "Invite" if (friend_info->second.window_state & window_state_invite) { diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index fc879ef..376ed67 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -6,6 +6,8 @@ #include #include +static constexpr size_t max_chat_len = 768; + enum window_state { window_state_none = 0, @@ -13,17 +15,20 @@ enum window_state window_state_invite = 1<<1, window_state_join = 1<<2, window_state_lobby_invite = 1<<3, - window_state_rich_invite = 1<<4 + window_state_rich_invite = 1<<4, + window_state_send_message = 1<<5, }; struct friend_window_state { uint8 window_state; - union + union // The invitation (if any) { uint64 lobbyId; char connect[k_cchMaxRichPresenceValueLength]; }; + std::string chat_history; + char chat_input[max_chat_len]; }; struct Friend_Less @@ -70,6 +75,9 @@ class Steam_Overlay static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg); static void steam_overlay_run_every_runcb(void* object); + static void steam_overlay_callback(void* object, Common_Message* msg); + + void Callback(Common_Message* msg); void RunCallbacks(); // Right click on friend From 804355fa54e1ddb328243e5341b6481e34f34e97 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 3 Aug 2019 13:44:33 +0200 Subject: [PATCH 027/152] Fix input select going out of bound --- ImGui/imgui.cpp | 5 +++++ ImGui/imgui_widgets.cpp | 6 ++++++ 2 files changed, 11 insertions(+) diff --git a/ImGui/imgui.cpp b/ImGui/imgui.cpp index 3b9996a..9834687 100644 --- a/ImGui/imgui.cpp +++ b/ImGui/imgui.cpp @@ -1700,6 +1700,11 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c; + if (*in_text == 1) + { + in_text += 9; + continue; + } in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; diff --git a/ImGui/imgui_widgets.cpp b/ImGui/imgui_widgets.cpp index 1373ea7..a23486a 100644 --- a/ImGui/imgui_widgets.cpp +++ b/ImGui/imgui_widgets.cpp @@ -3097,6 +3097,12 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t if (c == '\r') continue; + if (*s == 1) + { + s += 9; + continue; + } + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; line_width += char_width; } From d2a75db9300d4bbb34f3185d8ed935fc17796748 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 3 Aug 2019 14:37:03 +0200 Subject: [PATCH 028/152] Moved colored implementation to their own functions To minimise source code modifications, colored input text has been moved to their own functions. The ImFont is still modified tho. --- ImGui/imconfig.h | 2 + ImGui/imgui.cpp | 5 - ImGui/imgui_draw.cpp | 6 +- ImGui/imgui_user.h | 5 + ImGui/imgui_widgets.cpp | 841 ++++++++++++++++++++++++- overlay_experimental/steam_overlay.cpp | 2 +- 6 files changed, 845 insertions(+), 16 deletions(-) create mode 100644 ImGui/imgui_user.h diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h index 712b03c..2bc8568 100644 --- a/ImGui/imconfig.h +++ b/ImGui/imconfig.h @@ -92,5 +92,7 @@ namespace ImGui } */ +#define IMGUI_INCLUDE_IMGUI_USER_H + #define GLEW_STATIC #define IMGUI_IMPL_OPENGL_LOADER_GLEW \ No newline at end of file diff --git a/ImGui/imgui.cpp b/ImGui/imgui.cpp index 9834687..3b9996a 100644 --- a/ImGui/imgui.cpp +++ b/ImGui/imgui.cpp @@ -1700,11 +1700,6 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c; - if (*in_text == 1) - { - in_text += 9; - continue; - } in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; diff --git a/ImGui/imgui_draw.cpp b/ImGui/imgui_draw.cpp index 6fef016..84a1214 100644 --- a/ImGui/imgui_draw.cpp +++ b/ImGui/imgui_draw.cpp @@ -2816,8 +2816,6 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col 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 { - ImU32 color_bkp = col; - if (!text_end) text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. @@ -2876,10 +2874,10 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col if (*s == 1) { ++s; - + unsigned char color[4]; - for (int i = 0; i < 4; ++i, s+=2) + for (int i = 0; i < 4; ++i, s += 2) { if (s[0] >= '0' && s[0] <= '9') color[i] = (s[0] - '0') * 16; diff --git a/ImGui/imgui_user.h b/ImGui/imgui_user.h new file mode 100644 index 0000000..ad36c45 --- /dev/null +++ b/ImGui/imgui_user.h @@ -0,0 +1,5 @@ +namespace ImGui +{ + IMGUI_API bool ColoredInputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool ColoredInputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); +} \ No newline at end of file diff --git a/ImGui/imgui_widgets.cpp b/ImGui/imgui_widgets.cpp index a23486a..0dbd048 100644 --- a/ImGui/imgui_widgets.cpp +++ b/ImGui/imgui_widgets.cpp @@ -3097,12 +3097,6 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t if (c == '\r') continue; - if (*s == 1) - { - s += 9; - continue; - } - const float char_width = font->GetCharAdvance((ImWchar)c) * scale; line_width += char_width; } @@ -7509,3 +7503,838 @@ void ImGui::Columns(int columns_count, const char* id, bool border) } //------------------------------------------------------------------------- + +// Custom part + +int ColoredImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + if (*in_text == 1) + { + in_text += 9; + continue; + } + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes + * buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_remaining) + * in_remaining = in_text; + return (int)(buf_out - buf); +} + +static ImVec2 ColoredInputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false) +{ + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const ImWchar* s = text_begin; + while (s < text_end) + { + if (*s == 1) + { + s += 9; + continue; + } + + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + * out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + * remaining = s; + + return text_size; +} + +// Same code as InputTextEx but with colored functions +bool ImGui::ColoredInputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + 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)); + + ImGuiWindow* draw_window = window; + if (is_multiline) + { + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + EndGroup(); + return false; + } + if (!BeginChildFrame(id, frame_bb.GetSize())) + { + EndChildFrame(); + EndGroup(); + return false; + } + draw_window = GetCurrentWindow(); + draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight + size.x -= draw_window->ScrollbarSizes.x; + } + else + { + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + } + const bool hovered = ItemHoverable(frame_bb, id); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // NB: we are only allowed to access 'edit_state' if we are the active widget. + ImGuiInputTextState* state = NULL; + if (g.InputTextState.ID == id) + state = &g.InputTextState; + + const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); + const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + + 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_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); + + bool clear_active_id = false; + bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_state = (init_make_active || user_scroll_active); + if (init_state && g.ActiveId != id) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ColoredImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // 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); + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + 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))) + select_all = true; + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); + if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool enter_pressed = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ColoredImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->DisplayOffset = g.Font->DisplayOffset; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->BufCapacityA = buf_size; + state->UserFlags = flags; + state->UserCallback = callback; + state->UserCallbackData = callback_user_data; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; + + // 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 bool is_osx = io.ConfigMacOSXBehaviors; + if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && is_osx && io.MouseDoubleClicked[0]) + { + // Double-click select a word only, OS X style (by simulating keystrokes) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + 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. + // 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)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool cancel_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; + const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl + const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; + const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; + + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; + const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; + + if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (IsKeyPressedMap(ImGuiKey_Enter)) + { + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + enter_pressed = clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + } + else if (IsKeyPressedMap(ImGuiKey_Escape)) + { + clear_active_id = cancel_edit = true; + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (c == 0) + break; + if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (cancel_edit) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) + { + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + } + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. + bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_COUNT; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + event_flag = ImGuiInputTextFlags_CallbackAlways; + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + callback_data.EventKey = event_key; + callback_data.Buf = state->TextA.Data; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + 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) + { + 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) + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ColoredImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + } + } + + // Copy result to user buffer + if (apply_new_text) + { + IM_ASSERT(apply_new_text_length >= 0); + if (backup_current_text_length != apply_new_text_length && is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Clear temporary user storage + state->UserFlags = 0; + state->UserCallback = NULL; + state->UserCallbackData = NULL; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + if (clear_active_id && g.ActiveId == id) + ClearActiveID(); + + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = state->TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = ColoredInputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) + { + select_start_offset.x = ColoredInputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = size.x * 0.25f; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); + else if (cursor_offset.x - size.x >= state->ScrollX) + state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + } + else + { + state->ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + float scroll_y = draw_window->Scroll.y; + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - size.y >= scroll_y) + scroll_y = cursor_offset.y - size.y; + draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + draw_pos.y = draw_window->DC.CursorPos.y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) + { + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits + //p = p ? p + 1 : text_selected_end; + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = ColoredInputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = draw_pos.x - draw_scroll.x; + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + 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; + 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)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_multiline) + { + Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line + EndChildFrame(); + EndGroup(); + } + + if (is_password && !is_displaying_hint) + PopFont(); + + // Log as text + if (g.LogEnabled && !(is_password && !is_displaying_hint)) + 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); + + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return enter_pressed; + else + return value_changed; +} + +bool ImGui::ColoredInputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return ColoredInputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index bdf84ee..6d77f4b 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -325,7 +325,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st } ImGui::PushItemWidth(-1.0f); - ImGui::InputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); + ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); ImGui::PopItemWidth(); if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) From d3ded5842dfa219d5e420a8e4dc4e871b4d90cf7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 6 Aug 2019 13:46:43 +0200 Subject: [PATCH 029/152] Added invite/join checks Don't show "Invite" button if current user doesn't have a lobby. Don't show "Join" button if friend doesn't have a lobby. Added a button to open chat with a right click. Close the popup when you click a button. --- overlay_experimental/steam_overlay.cpp | 136 ++++++++++++++++--------- overlay_experimental/steam_overlay.h | 3 + 2 files changed, 93 insertions(+), 46 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 6d77f4b..d95754b 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -14,9 +14,27 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; -LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg) { - return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); + if (lpMsg->hwnd == game_hwnd && show_overlay) + { + switch (lpMsg->message) + { + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: + case WM_CHAR: + // We ignore theses message in the game windows, but our overlay needs them. + HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); + return true; + } + } + return false; } LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) @@ -44,27 +62,9 @@ LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); } -bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg) +LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { - if (lpMsg->hwnd == game_hwnd && show_overlay) - { - switch (lpMsg->message) - { - case WM_MOUSEMOVE: - case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: - case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: - case WM_CHAR: - // We ignore theses message in the game windows, but our overlay needs them. - HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); - return true; - } - } - return false; + return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); } LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg) @@ -83,6 +83,18 @@ LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg) return _DispatchMessageW(lpMsg); } +void Steam_Overlay::steam_overlay_run_every_runcb(void* object) +{ + Steam_Overlay* _this = reinterpret_cast(object); + _this->RunCallbacks(); +} + +void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) +{ + Steam_Overlay* _this = reinterpret_cast(object); + _this->Callback(msg); +} + Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) : settings(settings), callback_results(callback_results), @@ -107,18 +119,6 @@ Steam_Overlay::~Steam_Overlay() run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this); } -void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) -{ - Steam_Overlay* _this = reinterpret_cast(object); - _this->Callback(msg); -} - -void Steam_Overlay::steam_overlay_run_every_runcb(void* object) -{ - Steam_Overlay* _this = reinterpret_cast(object); - _this->RunCallbacks(); -} - HWND Steam_Overlay::GetGameHwnd() const { return game_hwnd; @@ -182,7 +182,6 @@ void Steam_Overlay::HookReady(void* hWnd) void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) { - //this->lobbyId = lobbyId; ShowOverlay(true); } @@ -227,7 +226,6 @@ void Steam_Overlay::ShowOverlay(bool state) clipRect.bottom -= borderWidth; ClipCursor(&clipRect); - ImGui::GetIO().MouseDrawCursor = true; } else @@ -281,20 +279,62 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) friends.erase(it); } +bool Steam_Overlay::FriendHasLobby(uint64 friend_id) +{ + Steam_Friends* steamFriends = get_steam_client()->steam_friends; + + if( std::string(steamFriends->GetFriendRichPresence(friend_id, "connect")).length() > 0 ) + return true; + + FriendGameInfo_t friend_game_info = {}; + steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); + if (friend_game_info.m_steamIDLobby.IsValid()) + return true; + + return false; +} + +bool Steam_Overlay::IHaveLobby() +{ + Steam_Friends* steamFriends = get_steam_client()->steam_friends; + if (std::string(steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect")).length() > 0) + return true; + + if (settings->get_lobby().IsValid()) + return true; + + return false; +} + void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& state) { if (ImGui::BeginPopupContextItem("Friends", 1)) { - if (ImGui::Button("Invite")) + bool close_popup = false; + + if (ImGui::Button("Chat")) + { + state.window_state |= window_state_show; + close_popup = true; + } + if (IHaveLobby() && ImGui::Button("Invite")) { state.window_state |= window_state_invite; has_friend_action.push(frd); + close_popup = true; } - if (ImGui::Button("Join")) + if (FriendHasLobby(frd.id()) && ImGui::Button("Join")) { state.window_state |= window_state_join; has_friend_action.push(frd); + close_popup = true; } + + if( close_popup) + { + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); } } @@ -305,6 +345,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st return; bool show = true; + bool send_chat_msg = false; if (ImGui::Begin(frd.name().c_str(), &show)) { @@ -330,16 +371,17 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) { - if (!(state.window_state & window_state_send_message)) - { - has_friend_action.push(frd); - state.window_state |= window_state_send_message; - } + send_chat_msg = true; } ImGui::SameLine(); if (ImGui::Button("Send")) + { + send_chat_msg = true; + } + + if (send_chat_msg) { if (!(state.window_state & window_state_send_message)) { @@ -351,6 +393,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st // User closed the friend window if (!show) state.window_state &= ~window_state_show; + ImGui::End(); } @@ -443,7 +486,7 @@ void Steam_Overlay::RunCallbacks() if (friend_info != friends.end()) { uint64 friend_id = friend_info->first.id(); - // The user clicken on "Send" + // The user clicked on "Send" if (friend_info->second.window_state & window_state_send_message) { char* input = friend_info->second.chat_input; @@ -451,6 +494,7 @@ void Steam_Overlay::RunCallbacks() char* printable_char = std::find_if(input, end_input, [](char c) { return std::isgraph(c); }); + // Check if the message contains something else than blanks if (printable_char != end_input) { // Handle chat send @@ -500,7 +544,7 @@ void Steam_Overlay::RunCallbacks() friend_info->second.window_state &= ~window_state_join; } - // The user got a lobby invite and accepeted it + // The user got a lobby invite and accepted it if (friend_info->second.window_state & window_state_lobby_invite) { GameLobbyJoinRequested_t data; @@ -510,7 +554,7 @@ void Steam_Overlay::RunCallbacks() friend_info->second.window_state &= ~window_state_lobby_invite; } - // The user got a rich presence invite and accepeted it + // The user got a rich presence invite and accepted it if (friend_info->second.window_state & window_state_rich_invite) { GameRichPresenceJoinRequested_t data = {}; diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 376ed67..dbfd877 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -80,6 +80,9 @@ class Steam_Overlay void Callback(Common_Message* msg); void RunCallbacks(); + bool FriendHasLobby(uint64 friend_id); + bool IHaveLobby(); + // Right click on friend void BuildContextMenu(Friend const& frd, friend_window_state &state); // Double click on friend From 9f3e3a95da93051bab52e9a273304f5672fc04f3 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 7 Aug 2019 11:11:31 +0200 Subject: [PATCH 030/152] Cleaned hooks I don't even know why I thought it was a good idea to hook dispatchMessage. --- overlay_experimental/steam_overlay.cpp | 94 ++++++++++---------------- overlay_experimental/steam_overlay.h | 7 +- 2 files changed, 37 insertions(+), 64 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index d95754b..d004296 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -11,34 +11,27 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; -static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; - -bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg) +bool Steam_Overlay::IgnoreMsg(UINT uMsg) { - if (lpMsg->hwnd == game_hwnd && show_overlay) + switch (uMsg) { - switch (lpMsg->message) - { - case WM_MOUSEMOVE: - case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: - case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: - case WM_CHAR: - // We ignore theses message in the game windows, but our overlay needs them. - HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); - return true; - } + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: + case WM_CHAR: + return true; } return false; } -LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +LRESULT CALLBACK Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); // Is the event is a key press if (uMsg == WM_KEYDOWN) { @@ -47,40 +40,19 @@ LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l { // If Left Shift is pressed if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) - ShowOverlay(!show_overlay); + _this->ShowOverlay(!_this->show_overlay); } - } - // If we should show the overlay - if (show_overlay) + + if (_this->show_overlay) { - // Call the overlay window procedure ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); - return true; + if (_this->IgnoreMsg(uMsg)) + return 0; } - // Else call the game window procedure - return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); -} -LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); -} - -LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg) -{ - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if (_this->IgnoreMsg(lpMsg)) - return 0; - return _DispatchMessageA(lpMsg); -} - -LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg) -{ - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if (_this->IgnoreMsg(lpMsg)) - return 0; - return _DispatchMessageW(lpMsg); + // Call the overlay window procedure + return CallWindowProc(_this->game_hwnd_proc, hWnd, uMsg, wParam, lParam); } void Steam_Overlay::steam_overlay_run_every_runcb(void* object) @@ -154,16 +126,16 @@ void Steam_Overlay::HookReady(void* hWnd) { if (game_hwnd != hWnd) { - if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse. + if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. { - window_hooks.BeginHook(); - - window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), - std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW) - // Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on - ); - - window_hooks.EndHook(); + //window_hooks.BeginHook(); + // + //window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), + // std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW) + // // Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on + // ); + // + //window_hooks.EndHook(); is_ready = true; } @@ -172,7 +144,7 @@ void Steam_Overlay::HookReady(void* hWnd) SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); game_hwnd = (HWND)hWnd; - game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc); + game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::HookWndProc); } } @@ -410,6 +382,10 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::SetNextWindowPos({ 0,0 }); ImGui::SetNextWindowSize({ static_cast(width), static_cast(height) }); + + ImGui::SetNextWindowBgAlpha(0.50); + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowRounding = 0.0; if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index dbfd877..d721361 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -67,12 +67,9 @@ class Steam_Overlay Steam_Overlay& operator=(Steam_Overlay const&) = delete; Steam_Overlay& operator=(Steam_Overlay&&) = delete; - bool IgnoreMsg(const MSG* lpMsg); - LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + bool IgnoreMsg(UINT uMsg); - static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg); - static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg); + static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); static void steam_overlay_run_every_runcb(void* object); static void steam_overlay_callback(void* object, Common_Message* msg); From 86fa3ab47acdb4736be7b4970f96b547aadcb68c Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 12 Aug 2019 16:04:14 +0200 Subject: [PATCH 031/152] Comments Explains what I could use to get steam's info. Its in plain http, could use a simple socket to read the json. --- overlay_experimental/steam_overlay.cpp | 42 ++++++++++++++++++++++++++ 1 file changed, 42 insertions(+) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index d004296..ef7230a 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -9,6 +9,48 @@ #include "../dll/dll.h" +// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ +// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI +// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=27FB0BB1A97A95244C5E08B170A54F96&appid=218620 +/* +{ + "game" : { + "gameName" : "", + "availableGameStats" : { + "achievements" : { + ("" : { + "name" : "achievement_name", + "displayName" : "achievement name on screen", + "hidden" : (0|1), + "description" : "", + "icon" : "", + "icongray" : "" + }, + ...) + } + } + } +} +*/ +// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 +/* +"appid" : { + "success" : (true|false), + (success == true "data" : { + ... + "name" : "", + "steam_appid" : , + (OPT "dlc" : [, ]), + "header_image" : "" <-- Use this in the overlay ? + (OPT "achievements" : { + "total" : + }), + "background" : "" <-- Use this as the overlay background ? + (OPT "packages" : [, ]) + }) +} +*/ + extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); bool Steam_Overlay::IgnoreMsg(UINT uMsg) From 56b4e6a7c73413debd4b15bcb3f5713c2803e403 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 14:55:31 +0200 Subject: [PATCH 032/152] Added preprocessor exclusion for linux --- overlay_experimental/Base_Hook.h | 6 +++++ overlay_experimental/DX10_Hook.cpp | 8 +++++- overlay_experimental/DX10_Hook.h | 6 ++++- overlay_experimental/DX11_Hook.cpp | 8 +++++- overlay_experimental/DX11_Hook.h | 6 ++++- overlay_experimental/DX12_Hook.cpp | 28 ++++++++++++------- overlay_experimental/DX12_Hook.h | 5 +++- overlay_experimental/DX9_Hook.cpp | 10 +++++-- overlay_experimental/DX9_Hook.h | 6 ++++- overlay_experimental/Hook_Manager.h | 6 ++++- overlay_experimental/OpenGL_Hook.cpp | 8 +++++- overlay_experimental/OpenGL_Hook.h | 3 ++- overlay_experimental/steam_overlay.cpp | 12 ++++++++- overlay_experimental/steam_overlay.h | 37 ++++++++++++++++++++++++++ 14 files changed, 127 insertions(+), 22 deletions(-) diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 153bac6..e00404e 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -1,6 +1,10 @@ #ifndef __INCLUDED_BASE_HOOK_H__ #define __INCLUDED_BASE_HOOK_H__ +#include "../dll/base.h" + +#ifdef STEAM_WIN32 + #define WIN32_LEAN_AND_MEAN #define VC_EXTRALEAN #include @@ -45,4 +49,6 @@ public: } }; +#endif + #endif//__INCLUDED_BASE_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 373071e..f065455 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -1,4 +1,7 @@ #include "../dll/base.h" + +#ifdef STEAM_WIN32 + #include "DX10_Hook.h" #include "Hook_Manager.h" @@ -71,6 +74,7 @@ void DX10_Hook::resetRenderState() } } +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; @@ -208,4 +212,6 @@ void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index c345bb6..a713287 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -1,9 +1,11 @@ #ifndef __INCLUDED_DX10_HOOK_H__ #define __INCLUDED_DX10_HOOK_H__ +#include "Base_Hook.h" +#ifdef STEAM_WIN32 + #include #include "DirectX_VTables.h" -#include "Base_Hook.h" class DX10_Hook : public Base_Hook { @@ -46,4 +48,6 @@ public: void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); }; +#endif//STEAM_WIN32 + #endif//__INCLUDED_DX10_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 61b3f9f..782d007 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -1,4 +1,7 @@ #include "../dll/base.h" + +#ifdef STEAM_WIN32 + #include "DX11_Hook.h" #include "Hook_Manager.h" @@ -83,6 +86,7 @@ void DX11_Hook::resetRenderState() } } +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; @@ -227,4 +231,6 @@ void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index cf39514..be04502 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -1,9 +1,11 @@ #ifndef __INCLUDED_DX11_HOOK_H__ #define __INCLUDED_DX11_HOOK_H__ +#include "Base_Hook.h" +#ifdef STEAM_WIN32 + #include #include "DirectX_VTables.h" -#include "Base_Hook.h" class DX11_Hook : public Base_Hook { @@ -46,4 +48,6 @@ public: void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); }; +#endif//STEAM_WIN32 + #endif//__INCLUDED_DX11_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index ac3317b..799f334 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -1,4 +1,7 @@ #include "../dll/base.h" + +#ifdef STEAM_WIN32 + #include "DX12_Hook.h" #include "Hook_Manager.h" @@ -33,6 +36,7 @@ void DX12_Hook::resetRenderState() } } +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; @@ -134,21 +138,23 @@ DX12_Hook::DX12_Hook(): { _dll = GetModuleHandle(DLL_NAME); _hooked = false; - // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. - // If its called, then DX11 will be used to render the overlay. - D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice"); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice) - ); - EndHook(); + PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); + // Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called. + // If its called, then DX12 will be used to render the overlay. + //D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice"); + // + //BeginHook(); + //HookFuncs( + // std::make_pair(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice) + //); + //EndHook(); } DX12_Hook::~DX12_Hook() { - PRINT_DEBUG("DX11 Hook removed\n"); + PRINT_DEBUG("DX12 Hook removed\n"); if (_hooked) resetRenderState(); @@ -181,4 +187,6 @@ void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index a449101..c01acd5 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -1,9 +1,11 @@ #ifndef __INCLUDED_DX12_HOOK_H__ #define __INCLUDED_DX12_HOOK_H__ +#include "Base_Hook.h" +#ifdef STEAM_WIN32 + #include #include "DirectX_VTables.h" -#include "Base_Hook.h" class DX12_Hook : public Base_Hook { @@ -46,4 +48,5 @@ public: void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); }; +#endif//STEAM_WIN32 #endif//__INCLUDED_DX12_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 1579917..0affc7f 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -1,5 +1,7 @@ -#include "../dll/base.h" #include "DX9_Hook.h" + +#ifdef STEAM_WIN32 + #include "Hook_Manager.h" #include @@ -72,6 +74,7 @@ void DX9_Hook::resetRenderState() } } +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) { IDirect3DSwapChain9* pSwapChain; @@ -83,6 +86,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) D3DDEVICE_CREATION_PARAMETERS param; pDevice->GetCreationParameters(¶m); + // Workaround to detect if we changed window. if (param.hFocusWindow != Hook_Manager::Inst().GetOverlay()->GetGameHwnd()) resetRenderState(); @@ -221,4 +225,6 @@ void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx) LOAD_FUNC(Present); LOAD_FUNC(PresentEx); #undef LOAD_FUNC -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index e81d844..69470d1 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -1,9 +1,11 @@ #ifndef __INCLUDED_DX9_HOOK_H__ #define __INCLUDED_DX9_HOOK_H__ +#include "Base_Hook.h" +#ifdef STEAM_WIN32 + #include #include "DirectX_VTables.h" -#include "Base_Hook.h" class DX9_Hook : public Base_Hook { @@ -47,4 +49,6 @@ public: void loadFunctions(IDirect3DDevice9Ex *pDeviceEx); }; +#endif//STEAM_WIN32 + #endif//__INCLUDED_DX9_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 5451d78..5a600af 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -1,9 +1,12 @@ #ifndef __INCLUDED_HOOK_BASE_H__ #define __INCLUDED_HOOK_BASE_H__ +#include "Base_Hook.h" + +#ifdef STEAM_WIN32 + #include #include -#include "Base_Hook.h" class Hook_Manager { @@ -42,5 +45,6 @@ public: Steam_Overlay* GetOverlay() const { return overlay; } }; +#endif//STEAM_WIN32 #endif//__INCLUDED_HOOK_BASE_H__ \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 6a5e813..368a07f 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -1,4 +1,7 @@ #include "../dll/base.h" + +#ifdef STEAM_WIN32 + #include "OpenGL_Hook.h" #include "Hook_Manager.h" @@ -56,6 +59,7 @@ void OpenGL_Hook::resetRenderState() } } +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. void OpenGL_Hook::prepareForOverlay(HDC hDC) { HWND hWnd = WindowFromDC(hDC); @@ -146,4 +150,6 @@ void OpenGL_Hook::Create() // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index 1eacc9f..b32cf88 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -1,8 +1,8 @@ #ifndef __INCLUDED_OPENGL_HOOK_H__ #define __INCLUDED_OPENGL_HOOK_H__ -#include "DirectX_VTables.h" #include "Base_Hook.h" +#ifdef STEAM_WIN32 class OpenGL_Hook : public Base_Hook { @@ -38,4 +38,5 @@ public: static void Create(); // Initialize OGL Hook. }; +#endif//STEAM_WIN32 #endif//__INCLUDED_OPENGL_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ef7230a..0ca30a9 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -1,5 +1,7 @@ #include "steam_overlay.h" +#ifdef STEAM_WIN32 + #include #include #include @@ -585,4 +587,12 @@ void Steam_Overlay::RunCallbacks() } has_friend_action.pop(); } -} \ No newline at end of file +} + +#else + +/* TODO: + * Add here the code for Linux overlay + */ + +#endif \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index d721361..0f95031 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -39,6 +39,8 @@ struct Friend_Less } }; +#ifdef STEAM_WIN32 + class Steam_Overlay { Settings* settings; @@ -117,4 +119,39 @@ public: void FriendDisconnect(Friend _friend); }; +#else + +class Steam_Overlay +{ +public: + Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); + ~Steam_Overlay(); + + bool Ready() const { return false: } + + bool NeedPresent() const { return false; } + + void SetNotificationPosition(ENotificationPosition eNotificationPosition) {} + + void SetNotificationInset(int nHorizontalInset, int nVerticalInset) {} + void SetupOverlay() {} + + void HookReady(void* hWnd) {} + + void OverlayProc(int width, int height) {} + + void OpenOverlayInvite(CSteamID lobbyId) {} + void OpenOverlay(const char* pchDialog) {} + + void ShowOverlay(bool state) {} + + void SetLobbyInvite(Friend friendId, uint64 lobbyId) {} + void SetRichInvite(Friend friendId, const char* connect_str) {} + + void FriendConnect(Friend _friend) {} + void FriendDisconnect(Friend _friend) {} +}; + +#endif + #endif//__INCLUDED_STEAM_OVERLAY_H__ From 2c74abd6ab5982102b2ca2bd0ee77aa9ba558587 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 14:56:27 +0200 Subject: [PATCH 033/152] Moved this docs to the tool's doc --- overlay_experimental/steam_overlay.cpp | 42 -------------------------- 1 file changed, 42 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 0ca30a9..064542c 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -11,48 +11,6 @@ #include "../dll/dll.h" -// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ -// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI -// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=27FB0BB1A97A95244C5E08B170A54F96&appid=218620 -/* -{ - "game" : { - "gameName" : "", - "availableGameStats" : { - "achievements" : { - ("" : { - "name" : "achievement_name", - "displayName" : "achievement name on screen", - "hidden" : (0|1), - "description" : "", - "icon" : "", - "icongray" : "" - }, - ...) - } - } - } -} -*/ -// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 -/* -"appid" : { - "success" : (true|false), - (success == true "data" : { - ... - "name" : "", - "steam_appid" : , - (OPT "dlc" : [, ]), - "header_image" : "" <-- Use this in the overlay ? - (OPT "achievements" : { - "total" : - }), - "background" : "" <-- Use this as the overlay background ? - (OPT "packages" : [, ]) - }) -} -*/ - extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); bool Steam_Overlay::IgnoreMsg(UINT uMsg) From 3eeca9b50e50dd5a453bceef3b1ec3242f7a2c02 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 14:56:57 +0200 Subject: [PATCH 034/152] Modified a bit overlay and added comments --- overlay_experimental/steam_overlay.cpp | 104 ++++++++++++++----------- 1 file changed, 59 insertions(+), 45 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 064542c..723e4a2 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -339,10 +339,30 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st } } - ImGui::PushItemWidth(-1.0f); + ImGui::PushItemWidth(-1.0f); // Make the chat history widget fill the window ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); ImGui::PopItemWidth(); - + + // TODO: Fix the layout of the chat line + send button. + // It should be like this: chat input should fill the window size minus send button size (button size is fixed) + // |------------------------------| + // | /--------------------------\ | + // | | | | + // | | chat history | | + // | | | | + // | \--------------------------/ | + // | [____chat line______] [send] | + // |------------------------------| + // + // And it is like this + // |------------------------------| + // | /--------------------------\ | + // | | | | + // | | chat history | | + // | | | | + // | \--------------------------/ | + // | [__chat line__] [send] | + // |------------------------------| if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) { send_chat_msg = true; @@ -371,61 +391,55 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::End(); } +// Try to make this function as short as possible or it might affect game's fps. void Steam_Overlay::OverlayProc( int width, int height ) { - if (!show_overlay) - return; - std::lock_guard lock(global_mutex); - int friend_size = friends.size(); - - // Set the overlay windows to the size of the game window - ImGui::SetNextWindowPos({ 0,0 }); - ImGui::SetNextWindowSize({ static_cast(width), - static_cast(height) }); - - ImGui::SetNextWindowBgAlpha(0.50); - ImGuiStyle& style = ImGui::GetStyle(); - style.WindowRounding = 0.0; - - if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) + if (show_overlay) { - ImGui::LabelText("##label", "Username: %s(%llu) playing %u", - settings->get_local_name(), - settings->get_local_steam_id().ConvertToUint64(), - settings->get_local_game_id().AppID()); + int friend_size = friends.size(); - ImGui::Spacing(); + // Set the overlay windows to the size of the game window + ImGui::SetNextWindowPos({ 0,0 }); + ImGui::SetNextWindowSize({ static_cast(width), + static_cast(height) }); - ImGui::LabelText("##label", "Friends"); - ImGui::ListBoxHeader("##label", friend_size); - std::for_each(friends.begin(), friends.end(), [this]( auto& i) + ImGui::SetNextWindowBgAlpha(0.50); + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowRounding = 0.0; // Disable round window + + if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { - ImGui::PushID(i.first.id()); + ImGui::LabelText("##label", "Username: %s(%llu) playing %u", + settings->get_local_name(), + settings->get_local_steam_id().ConvertToUint64(), + settings->get_local_game_id().AppID()); - ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); - BuildContextMenu(i.first, i.second); - if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + ImGui::Spacing(); + + ImGui::LabelText("##label", "Friends"); + ImGui::ListBoxHeader("##label", friend_size); + std::for_each(friends.begin(), friends.end(), [this](auto& i) { - i.second.window_state |= window_state_show; - } + ImGui::PushID(i.first.id()); - ImGui::PopID(); + ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + BuildContextMenu(i.first, i.second); + if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + { + i.second.window_state |= window_state_show; + } - BuildFriendWindow(i.first, i.second); - }); - ImGui::ListBoxFooter(); + ImGui::PopID(); - //RECT rect; - //GetWindowRect(game_hwnd, &rect); - //auto pos = ImGui::GetMousePos(); - //ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); - //ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); - } - ImGui::End(); + BuildFriendWindow(i.first, i.second); + }); + ImGui::ListBoxFooter(); + } + ImGui::End(); + }// if(show_overlay) - //ImGui::ShowDemoWindow(); } void Steam_Overlay::Callback(Common_Message *msg) @@ -439,7 +453,7 @@ 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", 1).append("00FFFFFF", 8).append(steam_message.message()).append("\n", 1); + friend_info->second.chat_history.append("\x1""00FFFFFF", 9).append(steam_message.message()).append("\n", 1); } } } @@ -485,7 +499,7 @@ void Steam_Overlay::RunCallbacks() msg.set_dest_id(friend_id); network->sendTo(&msg, true); - friend_info->second.chat_history.append("\x1", 1).append("00FF00FF", 8).append(input).append("\n", 1); + friend_info->second.chat_history.append("\x1""00FF00FF", 9).append(input).append("\n", 1); } *input = 0; // Reset the input field friend_info->second.window_state &= ~window_state_send_message; From d87760b78b8fdd4fd0e6801d69bf0a71752ccb7e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 15:09:57 +0200 Subject: [PATCH 035/152] Created a define to not compile overlay. --- overlay_experimental/Base_Hook.cpp | 6 +++++- overlay_experimental/Base_Hook.h | 4 ++-- overlay_experimental/DX10_Hook.cpp | 4 ++-- overlay_experimental/DX10_Hook.h | 4 ++-- overlay_experimental/DX11_Hook.cpp | 4 ++-- overlay_experimental/DX11_Hook.h | 4 ++-- overlay_experimental/DX12_Hook.cpp | 4 ++-- overlay_experimental/DX12_Hook.h | 4 ++-- overlay_experimental/DX9_Hook.cpp | 4 ++-- overlay_experimental/DX9_Hook.h | 4 ++-- overlay_experimental/Hook_Manager.cpp | 6 +++++- overlay_experimental/Hook_Manager.h | 4 ++-- overlay_experimental/OpenGL_Hook.cpp | 4 ++-- overlay_experimental/OpenGL_Hook.h | 4 ++-- overlay_experimental/steam_overlay.cpp | 8 +------- overlay_experimental/steam_overlay.h | 2 +- 16 files changed, 36 insertions(+), 34 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index d0da907..4c98310 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -1,5 +1,7 @@ #include "Base_Hook.h" +#ifndef NO_OVERLAY + #include #include "Hook_Manager.h" @@ -38,4 +40,6 @@ void Base_Hook::HookFunc(std::pair hook) { if( DetourAttach(hook.first, hook.second) == 0 ) _hooked_funcs.emplace_back(hook); -} \ No newline at end of file +} + +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index e00404e..47a04cd 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -3,7 +3,7 @@ #include "../dll/base.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #define WIN32_LEAN_AND_MEAN #define VC_EXTRALEAN @@ -49,6 +49,6 @@ public: } }; -#endif +#endif//NO_OVERLAY #endif//__INCLUDED_BASE_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index f065455..103079c 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -1,6 +1,6 @@ #include "../dll/base.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include "DX10_Hook.h" #include "Hook_Manager.h" @@ -214,4 +214,4 @@ void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) #undef LOAD_FUNC } -#endif \ No newline at end of file +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index a713287..ffcbca6 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX10_HOOK_H__ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include "DirectX_VTables.h" @@ -48,6 +48,6 @@ public: void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_DX10_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 782d007..3541d30 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -1,6 +1,6 @@ #include "../dll/base.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include "DX11_Hook.h" #include "Hook_Manager.h" @@ -233,4 +233,4 @@ void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) #undef LOAD_FUNC } -#endif \ No newline at end of file +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index be04502..838c51f 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX11_HOOK_H__ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include "DirectX_VTables.h" @@ -48,6 +48,6 @@ public: void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_DX11_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 799f334..5e117d3 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -1,6 +1,6 @@ #include "../dll/base.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include "DX12_Hook.h" #include "Hook_Manager.h" @@ -189,4 +189,4 @@ void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) #undef LOAD_FUNC } -#endif \ No newline at end of file +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index c01acd5..e89d90c 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX12_HOOK_H__ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include "DirectX_VTables.h" @@ -48,5 +48,5 @@ public: void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_DX12_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 0affc7f..2d8dbf9 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -1,6 +1,6 @@ #include "DX9_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include "Hook_Manager.h" @@ -227,4 +227,4 @@ void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx) #undef LOAD_FUNC } -#endif \ No newline at end of file +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 69470d1..86678aa 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX9_HOOK_H__ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include "DirectX_VTables.h" @@ -49,6 +49,6 @@ public: void loadFunctions(IDirect3DDevice9Ex *pDeviceEx); }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_DX9_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 32812a4..16f2d01 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -1,6 +1,8 @@ #include "../dll/dll.h" #include "Hook_Manager.h" +#ifndef NO_OVERLAY + #include "../detours/detours.h" #include "DX12_Hook.h" @@ -172,4 +174,6 @@ void Hook_Manager::ChangeGameWindow(HWND hWnd) const void Hook_Manager::CallOverlayProc(int width, int height) const { overlay->OverlayProc(width, height); -} \ No newline at end of file +} + +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 5a600af..529b828 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -3,7 +3,7 @@ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include @@ -45,6 +45,6 @@ public: Steam_Overlay* GetOverlay() const { return overlay; } }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_HOOK_BASE_H__ \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 368a07f..ff77a35 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -1,6 +1,6 @@ #include "../dll/base.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include "OpenGL_Hook.h" #include "Hook_Manager.h" @@ -152,4 +152,4 @@ void OpenGL_Hook::Create() } } -#endif \ No newline at end of file +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index b32cf88..975cf92 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_OPENGL_HOOK_H__ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY class OpenGL_Hook : public Base_Hook { @@ -38,5 +38,5 @@ public: static void Create(); // Initialize OGL Hook. }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_OPENGL_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 723e4a2..f0e42af 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -1,6 +1,6 @@ #include "steam_overlay.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include @@ -561,10 +561,4 @@ void Steam_Overlay::RunCallbacks() } } -#else - -/* TODO: - * Add here the code for Linux overlay - */ - #endif \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 0f95031..4a6bf22 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -39,7 +39,7 @@ struct Friend_Less } }; -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY class Steam_Overlay { From 1ce95ec6729416b006c6892e44fa3b10e39a49b7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 17:56:32 +0200 Subject: [PATCH 036/152] Fixed compilation on Clang-cl --- ImGui/impls/imgui_impl_dx10.cpp | 6 +++--- ImGui/impls/imgui_impl_dx11.cpp | 6 +++--- ImGui/impls/imgui_impl_dx12.cpp | 6 +++--- 3 files changed, 9 insertions(+), 9 deletions(-) diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/imgui_impl_dx10.cpp index dd462f9..6eef767 100644 --- a/ImGui/impls/imgui_impl_dx10.cpp +++ b/ImGui/impls/imgui_impl_dx10.cpp @@ -387,9 +387,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the input layout D3D10_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; #ifdef USE_D3DCOMPILE if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/imgui_impl_dx11.cpp index 0cf1b2b..624eff0 100644 --- a/ImGui/impls/imgui_impl_dx11.cpp +++ b/ImGui/impls/imgui_impl_dx11.cpp @@ -392,9 +392,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the input layout D3D11_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; #ifdef USE_D3DCOMPILE if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/imgui_impl_dx12.cpp index 2f57fe9..9f77668 100644 --- a/ImGui/impls/imgui_impl_dx12.cpp +++ b/ImGui/impls/imgui_impl_dx12.cpp @@ -516,9 +516,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; psoDesc.InputLayout = { local_layout, 3 }; } From 62243501429fd1c054c530cfed7920d0b52d1f30 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 18:11:00 +0200 Subject: [PATCH 037/152] Fixed compilation for windows --- .gitignore | 3 ++- dll/dll.cpp | 2 ++ download_glew.sh | 12 ++++++++++++ overlay_experimental/steam_overlay.h | 6 +++--- 4 files changed, 19 insertions(+), 4 deletions(-) create mode 100755 download_glew.sh diff --git a/.gitignore b/.gitignore index 21b8995..f6ed44a 100644 --- a/.gitignore +++ b/.gitignore @@ -14,4 +14,5 @@ base.lib rtlgenrandom* steamclient.exp steamclient.lib -out/* \ No newline at end of file +out/* +glew diff --git a/dll/dll.cpp b/dll/dll.cpp index c99558b..9395b50 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -204,7 +204,9 @@ S_API bool S_CALLTYPE SteamAPI_Init() Steam_Client* client = get_steam_client(); client->userLogIn(); +#ifndef NO_OVERLAY client->steam_overlay->SetupOverlay(); +#endif return true; } diff --git a/download_glew.sh b/download_glew.sh new file mode 100755 index 0000000..7214a1b --- /dev/null +++ b/download_glew.sh @@ -0,0 +1,12 @@ +#!/bin/bash + +rm -rf glew* + +URL="https://downloads.sourceforge.net/project/glew/glew/2.1.0/glew-2.1.0-win32.zip?r=https%3A%2F%2Fsourceforge.net%2Fprojects%2Fglew%2Ffiles%2Fglew%2F2.1.0%2Fglew-2.1.0-win32.zip%2Fdownload&ts=1565791827" + +wget "$URL" -O glew.zip +unzip glew.zip +rm glew.zip +mv glew-* glew +# Fix libraries name +sed -i "s/LIBCMT/libcmt/;s/OLDNAMES/oldnames/" glew/lib/Release/*/glew32s.lib diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 4a6bf22..bd80474 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -124,10 +124,10 @@ public: class Steam_Overlay { public: - Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); - ~Steam_Overlay(); + Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) {} + ~Steam_Overlay() {} - bool Ready() const { return false: } + bool Ready() const { return false; } bool NeedPresent() const { return false; } From cb67853e45548ea95bce611154ead07b36337712 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 18:54:38 +0200 Subject: [PATCH 038/152] Fixed build for 64bits --- dll/steam_friends.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 295851d..d87c3fe 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1037,7 +1037,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); //TODO: the user should accept the invite first but we auto accept it because there's no gui yet // Then we will handle it ! - overlay->SetLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id()); + overlay->SetLobbyInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().lobby_id()); //GameLobbyJoinRequested_t data; //data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); @@ -1049,7 +1049,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Game Invite\n"); //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above // Then we will handle it ! - overlay->SetRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str()); + overlay->SetRichInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().connect_str().c_str()); //std::string const& connect_str = msg->friend_messages().connect_str(); //GameRichPresenceJoinRequested_t data = {}; @@ -1062,4 +1062,4 @@ void Callback(Common_Message *msg) }; -#endif//__INCLUDED_STEAM_FRIENDS_H__ \ No newline at end of file +#endif//__INCLUDED_STEAM_FRIENDS_H__ From 7386e55fb51fc489087f108f4fb7225dc73a3bbe Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 19:06:14 +0200 Subject: [PATCH 039/152] Added overlay to windows batch build --- build_win_lobby_connect.bat | 2 +- build_win_release.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/build_win_lobby_connect.bat b/build_win_lobby_connect.bat index a2fbd18..9e29cf0 100644 --- a/build_win_lobby_connect.bat +++ b/build_win_lobby_connect.bat @@ -4,7 +4,7 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe +cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe del /Q /S release\lobby_connect\*.lib del /Q /S release\lobby_connect\*.exp copy Readme_lobby_connect.txt release\lobby_connect\Readme.txt diff --git a/build_win_release.bat b/build_win_release.bat index 329012d..8144a30 100644 --- a/build_win_release.bat +++ b/build_win_release.bat @@ -7,11 +7,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll copy Readme_release.txt release\Readme.txt xcopy /s files_example\* release\ call build_win_release_experimental.bat diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index d4acf0c..b02d4a1 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From b17db3ce1dcbbee4519aef2e334c36ca7670b7c4 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 19:09:53 +0200 Subject: [PATCH 040/152] Added linux overlay (disaled) --- build_steamos.sh | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/build_steamos.sh b/build_steamos.sh index 11f799d..7dc9a1d 100644 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -6,8 +6,8 @@ mkdir -p linux/lobby_connect mkdir -p linux/tools cp scripts/find_interfaces.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 -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -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 -std=c++11 && echo built_lobby_connect32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 +g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 ../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 -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -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 -std=c++11 && echo built_lobby_connect64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 +g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 From 6ef60bfe631883ebb1f1a680eb0ffd98a6c37a75 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 22:08:22 +0200 Subject: [PATCH 041/152] Test fix --- build_win_debug_experimental.bat | 4 ++-- build_win_lobby_connect.bat | 2 +- build_win_release.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 4 files changed, 7 insertions(+), 7 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 0a49f7b..38e4d21 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -2,11 +2,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll\*.cpp dll\*.cc detours\*.cpp overlay_experimental\*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll\*.cpp dll\*.cc detours\*.cpp overlay_experimental\*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_lobby_connect.bat b/build_win_lobby_connect.bat index 9e29cf0..ca4073d 100644 --- a/build_win_lobby_connect.bat +++ b/build_win_lobby_connect.bat @@ -4,7 +4,7 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe +cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll\*.cpp dll\*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe del /Q /S release\lobby_connect\*.lib del /Q /S release\lobby_connect\*.exp copy Readme_lobby_connect.txt release\lobby_connect\Readme.txt diff --git a/build_win_release.bat b/build_win_release.bat index 8144a30..e377cb0 100644 --- a/build_win_release.bat +++ b/build_win_release.bat @@ -7,11 +7,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll\*.cpp dll\*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll\*.cpp dll\*.cc %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll copy Readme_release.txt release\Readme.txt xcopy /s files_example\* release\ call build_win_release_experimental.bat diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index b02d4a1..5b50ba8 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll\*.cpp dll\*.cc detours\*.cpp ImGui\*.cpp ImGui\impls\*.cpp overlay_experimental\*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll\*.cpp dll\*.cc detours\*.cpp ImGui\*.cpp ImGui\impls\*.cpp overlay_experimental\*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 2b5516f70943d94c7190cf97a132aa554170709b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 22:13:25 +0200 Subject: [PATCH 042/152] Even if disabled, remove overlay sources from linux build --- build_steamos.sh | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/build_steamos.sh b/build_steamos.sh index 7dc9a1d..3fc061a 100644 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -6,8 +6,8 @@ mkdir -p linux/lobby_connect mkdir -p linux/tools cp scripts/find_interfaces.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 -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 From c67bc528d121ffbd9e204568ab1681a31cca1caa Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 22:20:17 +0200 Subject: [PATCH 043/152] Removed overlay from lobby_connect in linux build --- build_steamos.sh | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/build_steamos.sh b/build_steamos.sh index 3fc061a..9ea5d2b 100644 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -7,7 +7,7 @@ mkdir -p linux/tools cp scripts/find_interfaces.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 -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 -g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 +g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -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 -std=c++11 && echo built_lobby_connect32 ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 -g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 +g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -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 -std=c++11 && echo built_lobby_connect64 From 411c2c2dda28a3361f46ac35a5fddfde9a64a24e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 22:31:44 +0200 Subject: [PATCH 044/152] Revert Test Fix --- build_win_debug_experimental.bat | 4 ++-- build_win_lobby_connect.bat | 2 +- build_win_release.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 4 files changed, 7 insertions(+), 7 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 38e4d21..48620bb 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -2,11 +2,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll\*.cpp dll\*.cc detours\*.cpp overlay_experimental\*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll\*.cpp dll\*.cc detours\*.cpp overlay_experimental\*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_lobby_connect.bat b/build_win_lobby_connect.bat index ca4073d..9e29cf0 100644 --- a/build_win_lobby_connect.bat +++ b/build_win_lobby_connect.bat @@ -4,7 +4,7 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll\*.cpp dll\*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe +cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe del /Q /S release\lobby_connect\*.lib del /Q /S release\lobby_connect\*.exp copy Readme_lobby_connect.txt release\lobby_connect\Readme.txt diff --git a/build_win_release.bat b/build_win_release.bat index e377cb0..43d9b08 100644 --- a/build_win_release.bat +++ b/build_win_release.bat @@ -7,11 +7,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll\*.cpp dll\*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll\*.cpp dll\*.cc %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll copy Readme_release.txt release\Readme.txt xcopy /s files_example\* release\ call build_win_release_experimental.bat diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index 5b50ba8..b02d4a1 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll\*.cpp dll\*.cc detours\*.cpp ImGui\*.cpp ImGui\impls\*.cpp overlay_experimental\*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll\*.cpp dll\*.cc detours\*.cpp ImGui\*.cpp ImGui\impls\*.cpp overlay_experimental\*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 9729ae9e4de70b4400ba0f8f0216fa84b5311444 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 23:01:56 +0200 Subject: [PATCH 045/152] Added overlay files to cmake --- .gitlab-ci.yml | 7 ++++--- CMakeLists.txt | 9 +++++++++ build_win_release_experimental.bat | 2 +- 3 files changed, 14 insertions(+), 4 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 6ef8dd9..97e9478 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -59,7 +59,8 @@ build_windows: image: fedora script: - - dnf -y install wine wget p7zip sed dos2unix + - dnf -y install wine wget p7zip sed dos2unix unzip + - ./download_glew.sh - unix2dos *.txt - unix2dos files_example/*.txt files_example/*/*.txt - sed -i 's/C:\\Program Files (x86)\\Microsoft Visual Studio 14.0\\VC\\bin\\amd64\\vcvars64.bat/.\\sdk_standalone\\set_vars64.bat/g' build_env_x64.bat @@ -96,7 +97,7 @@ build_cmake_linux: script: - mkdir cmake-builds && cd cmake-builds - mkdir x64-release && cd x64-release - - cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" && ninja + - cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON && ninja - cd .. # - mkdir x64-experimental-release && cd x64-experimental-release # - cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DEMU_EXPERIMENTAL_BUILD:BOOL=ON && ninja @@ -129,7 +130,7 @@ build_cmake_windows: - mkdir cmake-builds && cd cmake-builds - mkdir x64-release && cd x64-release - echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat - - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat + - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat - echo nmake.exe >> cmake-build.bat - wine cmd /c cmake-build.bat - cd .. diff --git a/CMakeLists.txt b/CMakeLists.txt index aa2c057..eed3898 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -77,6 +77,12 @@ file(GLOB DETOURS_SRC_SHARED detours/*.cpp ) +file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED + overlay_experimental/*.cpp + ImGui/*.cpp + ImGui/impls/*.cpp +) + ################################################### # Setup for the steam_api(64).dll / libsteam_api.so ################################################### @@ -85,6 +91,7 @@ file(GLOB DETOURS_SRC_SHARED add_library(${LIB_STEAM_API} SHARED $<$:${DETOURS_SRC_SHARED}> + $<$,$>>:${OVERLAY_EXPERIMENTAL_SRC_SHARED}> ${DLL_SRC_SHARED} ${PROTO_SRCS} ${PROTO_HDRS} @@ -113,6 +120,7 @@ target_compile_definitions(${LIB_STEAM_API} $<$:EMU_RELEASE_BUILD> $<$:EMU_RELEASE_BUILD> $<$:EMU_EXPERIMENTAL_BUILD> + $<$:NO_OVERLAY> ) # Install the target @@ -237,6 +245,7 @@ target_link_libraries(${BIN_LOBBY_CONNECT} target_compile_definitions(${BIN_LOBBY_CONNECT} PRIVATE NO_DISK_WRITES + NO_OVERLAY LOBBY_CONNECT $<$:EMU_RELEASE_BUILD> $<$:EMU_RELEASE_BUILD> diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index b02d4a1..3801a0c 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -9,6 +9,6 @@ cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EH %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 664d9a29b10fc617429fc1b35d5745b557939bb8 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 23:22:56 +0200 Subject: [PATCH 046/152] Updated build paths --- build_win_debug_experimental.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 48620bb..ad227e4 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -2,11 +2,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index 3801a0c..9174cf8 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 86d74c7a059fe222ec377073c91230202623a8ce Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 23:57:47 +0200 Subject: [PATCH 047/152] Added EMU_EXPERIMENTAL_BUILD define --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 97e9478..e118f23 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -136,7 +136,7 @@ build_cmake_windows: - cd .. - mkdir x64-experimental-release && cd x64-experimental-release - echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat - - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat + - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DEMU_EXPERIMENTAL_BUILD=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat - echo nmake.exe >> cmake-build.bat - wine cmd /c cmake-build.bat - cd .. From 71afa0daf6492f0a0b069c9e7377915ed5c55c80 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 15 Aug 2019 10:40:49 +0200 Subject: [PATCH 048/152] Added ImGui include dir --- CMakeLists.txt | 1 + 1 file changed, 1 insertion(+) diff --git a/CMakeLists.txt b/CMakeLists.txt index eed3898..66a6ab1 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -102,6 +102,7 @@ target_include_directories(${LIB_STEAM_API} PRIVATE ${PROTOBUF_INCLUDE_DIRS} ${CMAKE_CURRENT_BINARY_DIR} + ${CMAKE_CURRENT_BINARY_DIR}/ImGui ) # Link the required libraries From 631bcd96ceb817bcb52ee6455600fa256491d325 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 15 Aug 2019 12:54:18 +0200 Subject: [PATCH 049/152] Added glew and pointing to the right directory for imgui --- .gitlab-ci.yml | 3 ++- CMakeLists.txt | 6 +++++- 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index e118f23..f0b76e0 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -116,7 +116,7 @@ build_cmake_windows: - dnf update -y - dnf install 'dnf-command(config-manager)' -y - dnf config-manager --add-repo https://dl.winehq.org/wine-builds/fedora/30/winehq.repo - - dnf install wget p7zip winehq-devel samba-winbind-clients -y + - dnf install wget unzip p7zip winehq-devel samba-winbind-clients -y - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/48db8f434a193aae872279dc4f5dde6a/sdk_standalone.7z' - 7za x sdk_standalone.7z -osdk_standalone - wget 'https://github.com/Kitware/CMake/releases/download/v3.15.0-rc1/cmake-3.15.0-rc1-win64-x64.zip' @@ -129,6 +129,7 @@ build_cmake_windows: - wine cmd /c - mkdir cmake-builds && cd cmake-builds - mkdir x64-release && cd x64-release + - ../download_glew.sh - echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat - echo nmake.exe >> cmake-build.bat diff --git a/CMakeLists.txt b/CMakeLists.txt index 66a6ab1..a0b19c5 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -50,12 +50,14 @@ if(WIN32) set(LIB_STEAMNETWORKINGSOCKETS steamnetworkingsockets64) set(BIN_LOBBY_CONNECT lobby_connect64) set(BIN_GENERATE_INTERFACES_FILE generate_interfaces_file64) + link_directories(glew/lib/Release/x64) else() set(LIB_STEAM_API steam_api) set(LIB_STEAMCLIENT steamclient) set(LIB_STEAMNETWORKINGSOCKETS steamnetworkingsockets) set(BIN_LOBBY_CONNECT lobby_connect) set(BIN_GENERATE_INTERFACES_FILE generate_interfaces_file) + link_directories(glew/lib/Release/Win32) endif() elseif(UNIX AND NOT APPLE) set(LIB_STEAM_API steam_api) @@ -102,7 +104,8 @@ target_include_directories(${LIB_STEAM_API} PRIVATE ${PROTOBUF_INCLUDE_DIRS} ${CMAKE_CURRENT_BINARY_DIR} - ${CMAKE_CURRENT_BINARY_DIR}/ImGui + ${CMAKE_CURRENT_SOURCE_DIR}/ImGui + ${CMAKE_CURRENT_SOURCE_DIR}/glew/include ) # Link the required libraries @@ -111,6 +114,7 @@ target_link_libraries(${LIB_STEAM_API} protobuf::libprotobuf $<$:ws2_32> $<$:iphlpapi> + $<$,$,$>>:glew32s.lib> ) # Add target compile definitions From bbfdcd848fd040d6601f971823aba22558f05442 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 15 Aug 2019 14:02:40 +0200 Subject: [PATCH 050/152] Moved download of glew --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index f0b76e0..61ff769 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -123,13 +123,13 @@ build_cmake_windows: - 7za x cmake-3.15.0-rc1-win64-x64.zip - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/0119304e030098b4821d73170fe52084/protobuf_x64-windows-static.7z' - 7za x protobuf_x64-windows-static.7z -oprotobuf_x64-windows-static + - ./download_glew.sh script: - export WINEDEBUG=-all - wine cmd /c - mkdir cmake-builds && cd cmake-builds - mkdir x64-release && cd x64-release - - ../download_glew.sh - echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat - echo nmake.exe >> cmake-build.bat From 3516b9804201e70ac22b3a48f793c07912e24f2d Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 15 Aug 2019 22:23:59 +0200 Subject: [PATCH 051/152] Replaced wildcard with sed. --- .gitlab-ci.yml | 1 + overlay_experimental/steam_overlay.cpp | 3 +++ 2 files changed, 4 insertions(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 61ff769..aa6f46c 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -74,6 +74,7 @@ build_windows: - 7za x sdk_standalone.7z -osdk_standalone - DLL_FILES="$(ls dll/*.cpp | tr "\n" " ")"; sed "s|dll/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls detours/*.cpp | tr "\n" " ")"; sed "s|detours/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls overlay_experimental/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - export WINEDEBUG=-all - wine cmd /c build_win_debug_experimental.bat diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index f0e42af..efd7cf9 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -11,6 +11,9 @@ #include "../dll/dll.h" +// Look here for info on how to hook on linux +// https://github.com/AimTuxOfficial/AimTux/ + extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); bool Steam_Overlay::IgnoreMsg(UINT uMsg) From 8abd24ca5474b7f94f1c7147f22697733615ede7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 00:12:11 +0200 Subject: [PATCH 052/152] Re-enabled auto join if overlay is not ready --- dll/steam_friends.h | 42 ++++++++++++++++++------------ overlay_experimental/DX11_Hook.cpp | 6 ++--- 2 files changed, 29 insertions(+), 19 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index d87c3fe..d12a680 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1035,27 +1035,37 @@ void Callback(Common_Message *msg) if (msg->has_friend_messages()) { if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) { PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); - //TODO: the user should accept the invite first but we auto accept it because there's no gui yet - // Then we will handle it ! - overlay->SetLobbyInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().lobby_id()); - - //GameLobbyJoinRequested_t data; - //data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); - //data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); - //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + if (overlay->Ready()) + { + //TODO: the user should accept the invite first but we auto accept it because there's no gui yet + // Then we will handle it ! + overlay->SetLobbyInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().lobby_id()); + } + else + { + GameLobbyJoinRequested_t data; + data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); + data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } } if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) { PRINT_DEBUG("Steam_Friends Got Game Invite\n"); //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above - // Then we will handle it ! - overlay->SetRichInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().connect_str().c_str()); - - //std::string const& connect_str = msg->friend_messages().connect_str(); - //GameRichPresenceJoinRequested_t data = {}; - //data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); - //strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1); - //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + if (overlay->Ready()) + { + // Then we will handle it ! + overlay->SetRichInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().connect_str().c_str()); + } + else + { + std::string const& connect_str = msg->friend_messages().connect_str(); + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); + strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } } } } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 3541d30..1073fbc 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -135,7 +135,7 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) // __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice, // __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) //{ -// auto res = _D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); +// auto res = D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); // // if (SUCCEEDED(res)) // hook->hook_dx11(SDKVersion); @@ -185,12 +185,12 @@ DX11_Hook::DX11_Hook(): _hooked = false; // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX11 will be used to render the overlay. - //_D3D11CreateDevice = (decltype(_D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); + //D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); BeginHook(); HookFuncs( - //std::make_pair(&(PVOID&)_D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), + //std::make_pair(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) ); EndHook(); From 2fe5e902941753c2e645ad917b54bdf4359e29fe Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 10:28:23 +0200 Subject: [PATCH 053/152] Reworked booleans --- overlay_experimental/Base_Hook.cpp | 4 ++++ overlay_experimental/Base_Hook.h | 2 +- overlay_experimental/DX10_Hook.cpp | 6 +++--- overlay_experimental/DX11_Hook.cpp | 6 +++--- overlay_experimental/DX12_Hook.cpp | 1 - overlay_experimental/DX9_Hook.cpp | 5 ++--- overlay_experimental/OpenGL_Hook.cpp | 9 +++------ 7 files changed, 16 insertions(+), 17 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 4c98310..b7913e5 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -7,6 +7,10 @@ #include "../detours/detours.h" +Base_Hook::Base_Hook(): + _hooked(false) +{} + Base_Hook::~Base_Hook() { UnhookAll(); diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 47a04cd..6b5443b 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -26,7 +26,7 @@ protected: Base_Hook& operator =(Base_Hook&&) = delete; public: - Base_Hook() {} + Base_Hook(); virtual ~Base_Hook(); void BeginHook(); diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 103079c..ceb3980 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -16,7 +16,7 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) { if (!_hooked) { - _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; @@ -38,6 +38,7 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) if (pDevice != nullptr && pSwapChain != nullptr) { + _hooked = true; PRINT_DEBUG("Hooked DirectX 10\n"); loadFunctions(pDevice, pSwapChain); @@ -53,7 +54,6 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) else { PRINT_DEBUG("Failed to hook DirectX 10\n"); - _hooked = false; } if(pDevice)pDevice->Release(); if(pSwapChain)pSwapChain->Release(); @@ -164,7 +164,7 @@ DX10_Hook::DX10_Hook(): mainRenderTargetView(nullptr) { _dll = GetModuleHandle(DLL_NAME); - _hooked = false; + // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX10 will be used to render the overlay. //_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice"); diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 1073fbc..f5baa9c 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -26,7 +26,7 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) { if (!_hooked) { - _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; @@ -48,6 +48,7 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) if (pDevice != nullptr && pSwapChain != nullptr) { + _hooked = true; PRINT_DEBUG("Hooked DirectX 11\n"); loadFunctions(pDevice, pSwapChain); @@ -63,7 +64,6 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) else { PRINT_DEBUG("Failed to hook DirectX 11\n"); - _hooked = false; } if(pDevice) pDevice->Release(); @@ -182,7 +182,7 @@ DX11_Hook::DX11_Hook(): mainRenderTargetView(nullptr) { _dll = GetModuleHandle(DLL_NAME); - _hooked = false; + // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX11 will be used to render the overlay. //D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 5e117d3..5bdcbd4 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -137,7 +137,6 @@ DX12_Hook::DX12_Hook(): pDescriptorHeap(nullptr) { _dll = GetModuleHandle(DLL_NAME); - _hooked = false; PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 2d8dbf9..c9129a2 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -22,7 +22,7 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) { if (!_hooked) { - _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); Hook_Manager::Inst().FoundHook(this); IDirect3D9Ex* pD3D; @@ -39,6 +39,7 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) if (pDeviceEx != nullptr) { + _hooked = true; PRINT_DEBUG("Hooked DirectX 9\n"); loadFunctions(pDeviceEx); @@ -55,7 +56,6 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) else { PRINT_DEBUG("Failed to DirectX 9\n"); - _hooked = false; } if(pDeviceEx)pDeviceEx->Release(); @@ -175,7 +175,6 @@ DX9_Hook::DX9_Hook(): Reset(nullptr) { _dll = GetModuleHandle(DLL_NAME); - _hooked = false; // Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called. // If its called, then DX9 will be used to render the overlay. Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index ff77a35..a199b21 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -11,9 +11,7 @@ #include -#pragma comment(lib, "opengl32") -#pragma comment(lib, "glew32s") - +#include "steam_overlay.h" // This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used static OpenGL_Hook* hook; @@ -22,13 +20,14 @@ void OpenGL_Hook::hook_ogl() { if (!_hooked) { - _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); Hook_Manager::Inst().FoundHook(this); GLenum err = glewInit(); if (err == GLEW_OK) { + _hooked = true; PRINT_DEBUG("Hooked OpenGL\n"); UnhookAll(); BeginHook(); @@ -42,7 +41,6 @@ void OpenGL_Hook::hook_ogl() PRINT_DEBUG("Failed to hook OpenGL\n"); /* Problem: glewInit failed, something is seriously wrong. */ PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); - _hooked = false; } } } @@ -115,7 +113,6 @@ OpenGL_Hook::OpenGL_Hook(): wglSwapBuffers(nullptr) { _dll = GetModuleHandle(DLL_NAME); - _hooked = false; // Hook to wglMakeCurrent so we know when it gets called. // If its called, then OpenGL will be used to render the overlay. wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); From 4d3c355fccfd3d0774004a3b69574147f518592f Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 10:31:29 +0200 Subject: [PATCH 054/152] Renammed hook_ to start_hook --- overlay_experimental/DX10_Hook.cpp | 4 ++-- overlay_experimental/DX10_Hook.h | 2 +- overlay_experimental/DX11_Hook.cpp | 4 ++-- overlay_experimental/DX11_Hook.h | 2 +- overlay_experimental/DX12_Hook.cpp | 2 +- overlay_experimental/DX12_Hook.h | 2 +- overlay_experimental/DX9_Hook.cpp | 4 ++-- overlay_experimental/DX9_Hook.h | 2 +- overlay_experimental/OpenGL_Hook.cpp | 2 +- overlay_experimental/OpenGL_Hook.h | 2 +- 10 files changed, 13 insertions(+), 13 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index ceb3980..de6e118 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -12,7 +12,7 @@ // This is created by DX10_Hook::Create, and deleted by the Hook_Manager if not used static DX10_Hook* hook; -void DX10_Hook::hook_dx10(UINT SDKVersion) +void DX10_Hook::start_hook() { if (!_hooked) { @@ -34,7 +34,7 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice); + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); if (pDevice != nullptr && pSwapChain != nullptr) { diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index ffcbca6..a4869f2 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -22,7 +22,7 @@ private: DX10_Hook(); virtual ~DX10_Hook(); - void hook_dx10(UINT SDKVersion); + void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain *pSwapChain); diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index f5baa9c..ebc0fe9 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -22,7 +22,7 @@ HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** return ret; } -void DX11_Hook::hook_dx11(UINT SDKVersion) +void DX11_Hook::start_hook() { if (!_hooked) { @@ -44,7 +44,7 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); if (pDevice != nullptr && pSwapChain != nullptr) { diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index 838c51f..d32b032 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -22,7 +22,7 @@ private: DX11_Hook(); virtual ~DX11_Hook(); - void hook_dx11(UINT SDKVersion); + void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 5bdcbd4..5453193 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -12,7 +12,7 @@ // This is created by DX12_Hook::Create, and deleted by the Hook_Manager if not used static DX12_Hook* hook; -void DX12_Hook::hook_dx12(D3D_FEATURE_LEVEL MinimumFeatureLevel) +void DX12_Hook::start_hook() { if (!_hooked) { diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index e89d90c..cbc7cb0 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -24,7 +24,7 @@ private: DX12_Hook(); virtual ~DX12_Hook(); - void hook_dx12(D3D_FEATURE_LEVEL MinimumFeatureLevel); + void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index c9129a2..82be136 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -18,7 +18,7 @@ static DX9_Hook* hook; ///////// ///////// ////////////////////////////////////////////////////////////////// -void DX9_Hook::hook_dx9(UINT SDKVersion) +void DX9_Hook::start_hook() { if (!_hooked) { @@ -28,7 +28,7 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; - Direct3DCreate9Ex(SDKVersion, &pD3D); + Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); D3DPRESENT_PARAMETERS params = {}; params.BackBufferWidth = 1; diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 86678aa..310ce6d 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -21,7 +21,7 @@ private: DX9_Hook(); virtual ~DX9_Hook(); - void hook_dx9(UINT SDKVersion); + void start_hook(); void resetRenderState(); void prepareForOverlay(IDirect3DDevice9* pDevice); diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index a199b21..b960485 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -16,7 +16,7 @@ // This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used static OpenGL_Hook* hook; -void OpenGL_Hook::hook_ogl() +void OpenGL_Hook::start_hook() { if (!_hooked) { diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index 975cf92..df72cfc 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -20,7 +20,7 @@ private: OpenGL_Hook(); virtual ~OpenGL_Hook(); - void hook_ogl(); + void start_hook(); void resetRenderState(); void prepareForOverlay(HDC hDC); From 40615d07a71de421093b4eee77c61bb3ca5a2c8b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 10:36:44 +0200 Subject: [PATCH 055/152] Reworked how renderers are hooked. Some games doesn't initialise Steam before initalizing their Renderer (even if the doc says to) . So instead of waiting for the game to initialize it, hook to the rendering functions and deduce which implementation should be used. --- overlay_experimental/DX10_Hook.cpp | 40 +-- overlay_experimental/DX10_Hook.h | 4 +- overlay_experimental/DX11_Hook.cpp | 45 +-- overlay_experimental/DX11_Hook.h | 4 +- overlay_experimental/DX12_Hook.cpp | 27 +- overlay_experimental/DX12_Hook.h | 4 +- overlay_experimental/DX9_Hook.cpp | 59 ++-- overlay_experimental/DX9_Hook.h | 8 +- overlay_experimental/Hook_Manager.cpp | 388 +++++++++++++++++++++----- overlay_experimental/Hook_Manager.h | 69 ++++- overlay_experimental/OpenGL_Hook.cpp | 33 ++- overlay_experimental/OpenGL_Hook.h | 6 +- 12 files changed, 497 insertions(+), 190 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index de6e118..4fdc274 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -17,11 +17,12 @@ void DX10_Hook::start_hook() if (!_hooked) { Hook_Manager::Inst().FoundRenderer(this); - Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = + (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); SwapChainDesc.BufferCount = 1; SwapChainDesc.BufferDesc.Width = 1; SwapChainDesc.BufferDesc.Height = 1; @@ -128,16 +129,16 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) // return res; //} -HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, - DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice) -{ - auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice); - - if (SUCCEEDED(res)) - hook->hook_dx10(SDKVersion); - - return res; -} +//HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, +// DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice) +//{ +// auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice); +// +// if (SUCCEEDED(res)) +// hook->hook_dx10(SDKVersion); +// +// return res; +//} ///////////////////////////////////////////////////////////////////////////////////// HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) @@ -168,14 +169,14 @@ DX10_Hook::DX10_Hook(): // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX10 will be used to render the overlay. //_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice"); - D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); - - BeginHook(); - HookFuncs( - //std::make_pair(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice), - std::make_pair(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain) - ); - EndHook(); + //D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); + // + //BeginHook(); + //HookFuncs( + // //std::make_pair(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice), + // std::make_pair(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain) + //); + //EndHook(); } DX10_Hook::~DX10_Hook() @@ -193,6 +194,7 @@ void DX10_Hook::Create() if (hook == nullptr) { hook = new DX10_Hook; + hook->start_hook(); // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index a4869f2..d23338a 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -37,10 +37,10 @@ private: // Hook functions so we know we use DX10 //static decltype(D3D10CreateDevice) MyD3D10CreateDevice; - static decltype(D3D10CreateDeviceAndSwapChain) MyD3D10CreateDeviceAndSwapChain; + //static decltype(D3D10CreateDeviceAndSwapChain) MyD3D10CreateDeviceAndSwapChain; //decltype(D3D10CreateDevice)* _D3D10CreateDevice; - decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; + //decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; public: static void Create(); // Initialize DX10 Hook. diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index ebc0fe9..41ffd9c 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -27,11 +27,12 @@ void DX11_Hook::start_hook() if (!_hooked) { Hook_Manager::Inst().FoundRenderer(this); - Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; ID3D11Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = + (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); SwapChainDesc.BufferCount = 1; SwapChainDesc.BufferDesc.Width = 1; SwapChainDesc.BufferDesc.Height = 1; @@ -143,18 +144,18 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) // return res; //} -HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, - __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, - __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice, - __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) -{ - auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext); - - if (SUCCEEDED(res)) - hook->hook_dx11(SDKVersion); - - return res; -} +//HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, +// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, +// __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice, +// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) +//{ +// auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext); +// +// if (SUCCEEDED(res)) +// hook->hook_dx11(SDKVersion); +// +// return res; +//} ///////////////////////////////////////////////////////////////////////////////////// HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) @@ -186,15 +187,14 @@ DX11_Hook::DX11_Hook(): // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX11 will be used to render the overlay. //D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); - D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); - - BeginHook(); - HookFuncs( - //std::make_pair(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), - std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) - ); - EndHook(); - + //D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); + // + //BeginHook(); + //HookFuncs( + // //std::make_pair(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), + // std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) + //); + //EndHook(); } DX11_Hook::~DX11_Hook() @@ -212,6 +212,7 @@ void DX11_Hook::Create() if (hook == nullptr) { hook = new DX11_Hook; + hook->start_hook(); // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index d32b032..031ee9c 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -37,10 +37,10 @@ private: // Hook functions so we know we use DX11 //static decltype(D3D11CreateDevice) MyD3D11CreateDevice; - static decltype(D3D11CreateDeviceAndSwapChain) MyD3D11CreateDeviceAndSwapChain; + //static decltype(D3D11CreateDeviceAndSwapChain) MyD3D11CreateDeviceAndSwapChain; //decltype(D3D11CreateDevice)* D3D11CreateDevice; - decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; + //decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; public: static void Create(); // Initialize DX11 Hook. diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 5453193..924e9fe 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -96,19 +96,19 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ///////////////////////////////////////////////////////////////////////////////////// // DirectX 12 Initialization functions -HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice( - _In_opt_ IUnknown* pAdapter, - D3D_FEATURE_LEVEL MinimumFeatureLevel, - _In_ REFIID riid, // Expected: ID3D12Device - _COM_Outptr_opt_ void** ppDevice) -{ - auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice); - - if (SUCCEEDED(res)) - hook->hook_dx12(MinimumFeatureLevel); - - return res; -} +//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice( +// _In_opt_ IUnknown* pAdapter, +// D3D_FEATURE_LEVEL MinimumFeatureLevel, +// _In_ REFIID riid, // Expected: ID3D12Device +// _COM_Outptr_opt_ void** ppDevice) +//{ +// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice); +// +// if (SUCCEEDED(res)) +// hook->hook_dx12(MinimumFeatureLevel); +// +// return res; +//} ///////////////////////////////////////////////////////////////////////////////////// HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) @@ -166,6 +166,7 @@ void DX12_Hook::Create() if (hook == nullptr) { hook = new DX12_Hook; + hook->start_hook(); // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index cbc7cb0..555826f 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -38,9 +38,9 @@ private: decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; // Hook functions so we know we use DX11 - static decltype(D3D12CreateDevice) MyD3D12CreateDevice; + //static decltype(D3D12CreateDevice) MyD3D12CreateDevice; - decltype(D3D12CreateDevice)* D3D12CreateDevice; + //decltype(D3D12CreateDevice)* D3D12CreateDevice; public: static void Create(); // Initialize DX11 Hook. diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 82be136..9fbad2b 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -23,10 +23,10 @@ void DX9_Hook::start_hook() if (!_hooked) { Hook_Manager::Inst().FoundRenderer(this); - Hook_Manager::Inst().FoundHook(this); IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); @@ -118,25 +118,25 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) ///////////////////////////////////////////////////////////////////////////////////// // DirectX 9 Initialization functions -IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion) -{ - auto res = hook->Direct3DCreate9(SDKVersion); - - if( res != nullptr ) - hook->hook_dx9(SDKVersion); - - return res; -} - -HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice) -{ - auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice); - - if (SUCCEEDED(res)) - hook->hook_dx9(SDKVersion); - - return res; -} +//IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion) +//{ +// auto res = hook->Direct3DCreate9(SDKVersion); +// +// if( res != nullptr ) +// hook->hook_dx9(SDKVersion); +// +// return res; +//} +// +//HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice) +//{ +// auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice); +// +// if (SUCCEEDED(res)) +// hook->hook_dx9(SDKVersion); +// +// return res; +//} ///////////////////////////////////////////////////////////////////////////////////// HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) @@ -177,15 +177,15 @@ DX9_Hook::DX9_Hook(): _dll = GetModuleHandle(DLL_NAME); // Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called. // If its called, then DX9 will be used to render the overlay. - Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); - Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); - - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9), - std::make_pair(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex) - ); - EndHook(); + //Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); + //Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); + // + //BeginHook(); + //HookFuncs( + // std::make_pair(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9), + // std::make_pair(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex) + //); + //EndHook(); } DX9_Hook::~DX9_Hook() @@ -209,6 +209,7 @@ void DX9_Hook::Create() if( hook == nullptr ) { hook = new DX9_Hook; + hook->start_hook(); // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 310ce6d..e20913a 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -37,11 +37,11 @@ private: static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); // Hook functions so we know we use DX9 - static decltype(Direct3DCreate9) MyDirect3DCreate9; - static decltype(Direct3DCreate9Ex) MyDirect3DCreate9Ex; + //static decltype(Direct3DCreate9) MyDirect3DCreate9; + //static decltype(Direct3DCreate9Ex) MyDirect3DCreate9Ex; - decltype(Direct3DCreate9)* Direct3DCreate9; - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; + //decltype(Direct3DCreate9)* Direct3DCreate9; + //decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; public: static void Create(); // Initialize DX9 Hook. diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 16f2d01..7d8871a 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -5,78 +5,368 @@ #include "../detours/detours.h" +#ifdef STEAM_WIN32 #include "DX12_Hook.h" #include "DX11_Hook.h" #include "DX10_Hook.h" #include "DX9_Hook.h" +#endif + #include "OpenGL_Hook.h" #include +#ifdef STEAM_WIN32 decltype(LoadLibraryA )* _LoadLibraryA = LoadLibraryA; decltype(LoadLibraryW )* _LoadLibraryW = LoadLibraryW; decltype(LoadLibraryExA )* _LoadLibraryExA = LoadLibraryExA; decltype(LoadLibraryExW )* _LoadLibraryExW = LoadLibraryExW; -void create_hookA(const char* libname) +decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present; +decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present; +decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx; +decltype(wglMakeCurrent)* _wglMakeCurrent; + +HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) +{ + IUnknown *pDevice; + _this->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice); + if (pDevice) + { + Hook_Manager::Inst().UnHookAllRendererDetector(); + DX10_Hook::Create(); + } + else + { + _this->GetDevice(__uuidof(ID3D11Device), (void**)& pDevice); + if (pDevice) + { + Hook_Manager::Inst().UnHookAllRendererDetector(); + DX11_Hook::Create(); + } + else + { + _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); + if (pDevice) + { + Hook_Manager::Inst().UnHookAllRendererDetector(); + DX12_Hook::Create(); + } + } + } + if (pDevice) pDevice->Release(); + + return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); +} + +HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) +{ + Hook_Manager::Inst().UnHookAllRendererDetector(); + DX9_Hook::Create(); + return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); +} + +HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) +{ + Hook_Manager::Inst().UnHookAllRendererDetector(); + DX9_Hook::Create(); + return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); +} + +BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) +{ + Hook_Manager::Inst().UnHookAllRendererDetector(); + OpenGL_Hook::Create(); + return _wglMakeCurrent(hDC, hGLRC);; +} + +void Hook_Manager::HookDXGIPresent() +{ + if (!_dxgi_hooked) + { + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDXGISwapChain_Present, &Hook_Manager::MyIDXGISwapChain_Present) + ); + + rendererdetect_hook->EndHook(); + } +} + +void Hook_Manager::HookDX9Present() +{ + if (!_dx9_hooked) + { + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDirect3DDevice9_Present, &Hook_Manager::MyPresent), + std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Hook_Manager::MyPresentEx) + ); + + rendererdetect_hook->EndHook(); + } +} + +void Hook_Manager::HookwglMakeCurrent() +{ + if (!_ogl_hooked) + { + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _wglMakeCurrent, &Hook_Manager::MywglMakeCurrent) + ); + + rendererdetect_hook->EndHook(); + } +} + +void Hook_Manager::hook_dx9() +{ + if (!_dx9_hooked && !_renderer_found) + { + IDirect3D9Ex* pD3D; + IDirect3DDevice9Ex* pDeviceEx; + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex"); + + Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); + + D3DPRESENT_PARAMETERS params = {}; + params.BackBufferWidth = 1; + params.BackBufferHeight = 1; + params.hDeviceWindow = GetForegroundWindow(); + + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); + + if (pDeviceEx) + { + PRINT_DEBUG("Hooked D3D9::Present to detect DX Version\n"); + (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDeviceEx))[(int)IDirect3DDevice9VTable::Present]; + (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDeviceEx))[(int)IDirect3DDevice9VTable::PresentEx]; + HookDX9Present(); + } + else + { + PRINT_DEBUG("Failed to hook D3D9::Present to detect DX Version\n"); + } + + if (pDeviceEx)pDeviceEx->Release(); + if (pD3D)pD3D->Release(); + } +} + +void Hook_Manager::hook_dx10() +{ + if (!_dxgi_hooked && !_renderer_found) + { + IDXGISwapChain* pSwapChain; + ID3D10Device* pDevice; + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = + (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(GetModuleHandle(DX10_Hook::DLL_NAME), "D3D10CreateDeviceAndSwapChain"); + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + + if (pDevice != nullptr && pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; + HookDXGIPresent(); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + if (pDevice)pDevice->Release(); + if (pSwapChain)pSwapChain->Release(); + } +} + +void Hook_Manager::hook_dx11() +{ + if (!_dxgi_hooked && !_renderer_found) + { + IDXGISwapChain* pSwapChain; + ID3D11Device* pDevice; + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = + (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(GetModuleHandle(DX11_Hook::DLL_NAME), "D3D11CreateDeviceAndSwapChain"); + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + + if (pDevice != nullptr && pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; + HookDXGIPresent(); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + + if (pDevice) pDevice->Release(); + if (pSwapChain) pSwapChain->Release(); + } +} + +void Hook_Manager::hook_dx12() +{ + if (!_dxgi_hooked && !_renderer_found) + { + DX12_Hook::Create(); + } +} + +void Hook_Manager::hook_opengl() +{ + if (!_ogl_hooked && !_renderer_found) + { + _wglMakeCurrent = (decltype(_wglMakeCurrent))GetProcAddress(GetModuleHandle(OpenGL_Hook::DLL_NAME), "wglMakeCurrent"); + HookwglMakeCurrent(); + } +} + +void Hook_Manager::create_hookA(const char* libname) { if (!_stricmp(libname, "d3d9.dll")) - DX9_Hook::Create(); + Hook_Manager::Inst().hook_dx9(); else if (!_stricmp(libname, "d3d10.dll")) - DX10_Hook::Create(); + Hook_Manager::Inst().hook_dx10(); else if (!_stricmp(libname, "d3d11.dll")) - DX11_Hook::Create(); + Hook_Manager::Inst().hook_dx11(); else if (!_stricmp(libname, "d3d12.dll")) - DX12_Hook::Create(); + Hook_Manager::Inst().hook_dx12(); else if (!_stricmp(libname, "opengl32.dll")) - OpenGL_Hook::Create(); + Hook_Manager::Inst().hook_opengl(); } -void create_hookW(const wchar_t *libname) +void Hook_Manager::create_hookW(const wchar_t *libname) { if (!_wcsicmp(libname, L"d3d9.dll")) - DX9_Hook::Create(); + Hook_Manager::Inst().hook_dx9(); else if (!_wcsicmp(libname, L"d3d10.dll")) - DX10_Hook::Create(); + Hook_Manager::Inst().hook_dx10(); else if (!_wcsicmp(libname, L"d3d11.dll")) - DX11_Hook::Create(); + Hook_Manager::Inst().hook_dx11(); else if (!_wcsicmp(libname, L"d3d12.dll")) - DX12_Hook::Create(); + Hook_Manager::Inst().hook_dx12(); else if (!_wcsicmp(libname, L"opengl32.dll")) - OpenGL_Hook::Create(); + Hook_Manager::Inst().hook_opengl(); } -HMODULE WINAPI mLoadLibraryA(LPCTSTR lpLibFileName) +HMODULE WINAPI Hook_Manager::MyLoadLibraryA(LPCTSTR lpLibFileName) { auto res = _LoadLibraryA(lpLibFileName); - create_hookA(lpLibFileName); + Hook_Manager::Inst().create_hookA(lpLibFileName); return res; } -HMODULE WINAPI mLoadLibraryW(LPCWSTR lpLibFileName) +HMODULE WINAPI Hook_Manager::MyLoadLibraryW(LPCWSTR lpLibFileName) { auto res = _LoadLibraryW(lpLibFileName); - create_hookW(lpLibFileName); + Hook_Manager::Inst().create_hookW(lpLibFileName); return res; } -HMODULE WINAPI mLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +HMODULE WINAPI Hook_Manager::MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) { auto res = _LoadLibraryA(lpLibFileName); - create_hookA(lpLibFileName); + Hook_Manager::Inst().create_hookA(lpLibFileName); return res; } -HMODULE WINAPI mLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) { auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags); - create_hookW(lpLibFileName); + Hook_Manager::Inst().create_hookW(lpLibFileName); return res; } +void Hook_Manager::HookLoadLibrary() +{ + if (!_renderer_found && !_loadlibrary_hooked) + { + _loadlibrary_hooked = true; + + rendererdetect_hook = new Base_Hook(); + AddHook(rendererdetect_hook); + + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _LoadLibraryA, &Hook_Manager::MyLoadLibraryA), + std::pair((PVOID*)& _LoadLibraryW, &Hook_Manager::MyLoadLibraryW), + std::pair((PVOID*)& _LoadLibraryExA, &Hook_Manager::MyLoadLibraryExA), + std::pair((PVOID*)& _LoadLibraryExW, &Hook_Manager::MyLoadLibraryExW) + ); + + rendererdetect_hook->EndHook(); + } +} + +void Hook_Manager::ChangeGameWindow(HWND hWnd) const +{ + overlay->HookReady(hWnd); +} + +void Hook_Manager::CallOverlayProc(int width, int height) const +{ + overlay->OverlayProc(width, height); +} + +#endif + +void Hook_Manager::UnHookAllRendererDetector() +{ + auto it = std::find(_hooks.begin(), _hooks.end(), rendererdetect_hook); + if (it != _hooks.end()) + { + _hooks.erase(it); + delete rendererdetect_hook; + rendererdetect_hook = nullptr; + } + _ogl_hooked = false; + +#ifdef STEAM_WIN32 + _dxgi_hooked = _dx9_hooked = false; +#endif +} + Hook_Manager::Hook_Manager(): - _isSet(false), - _LoadLibraryHooked(false) +#ifdef STEAM_WIN32 + _game_hwnd(nullptr), + _game_wndproc(nullptr), + _loadlibrary_hooked(false), + _dxgi_hooked(false), + _dx9_hooked(false), +#endif + _renderer_found(false), + _ogl_hooked(false) {} Hook_Manager::~Hook_Manager() @@ -94,6 +384,7 @@ Hook_Manager& Hook_Manager::Inst() void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) { overlay = ovlay; +#ifdef STEAM_WIN32 HookLoadLibrary(); std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; std::vector::const_iterator it = libraries.begin(); @@ -112,47 +403,14 @@ void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) create_hookA(it->c_str()); ++it; } +#endif } -void Hook_Manager::UnHookLoadLibrary() +void Hook_Manager::FoundRenderer(Base_Hook* hook) { - _LoadLibraryHooked = false; - DetourTransactionBegin(); - DetourUpdateThread(GetCurrentThread()); - - DetourDetach((PVOID*)& _LoadLibraryA, mLoadLibraryA); - DetourDetach((PVOID*)& _LoadLibraryW, mLoadLibraryW); - DetourDetach((PVOID*)& _LoadLibraryExA, mLoadLibraryExA); - DetourDetach((PVOID*)& _LoadLibraryExW, mLoadLibraryExW); - - DetourTransactionCommit(); -} - -void Hook_Manager::HookLoadLibrary() -{ - if (!_isSet && !_LoadLibraryHooked) + if (!_renderer_found) { - _LoadLibraryHooked = true; - - DetourTransactionBegin(); - DetourUpdateThread(GetCurrentThread()); - - DetourAttach((PVOID*)& _LoadLibraryA, mLoadLibraryA); - DetourAttach((PVOID*)& _LoadLibraryW, mLoadLibraryW); - DetourAttach((PVOID*)& _LoadLibraryExA, mLoadLibraryExA); - DetourAttach((PVOID*)& _LoadLibraryExW, mLoadLibraryExW); - - DetourTransactionCommit(); - } -} - -void Hook_Manager::FoundHook(Base_Hook* hook) -{ - if (!_isSet) - { - _isSet = true; - - UnHookLoadLibrary(); + _renderer_found = true; // Remove all hooks that are unused _hooks.erase(std::remove_if(_hooks.begin(), _hooks.end(), [&hook](Base_Hook* it_hook) { @@ -163,17 +421,9 @@ void Hook_Manager::FoundHook(Base_Hook* hook) } return false; }), _hooks.end()); + + _loadlibrary_hooked = false; } } -void Hook_Manager::ChangeGameWindow(HWND hWnd) const -{ - overlay->HookReady(hWnd); -} - -void Hook_Manager::CallOverlayProc(int width, int height) const -{ - overlay->OverlayProc(width, height); -} - #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 529b828..bffe287 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -5,9 +5,19 @@ #ifndef NO_OVERLAY -#include #include +#if defined(_WIN32) || defined(WIN32) +#include + +struct IDXGISwapChain; +struct IDirect3DDevice9; +struct IDirect3DDevice9Ex; +#endif + +/* + * + */ class Hook_Manager { friend class Base_Hook; @@ -16,20 +26,59 @@ public: using hookReady_t = void(*)(void*); protected: - std::vector _hooks; + // TODO: If needed, create a second vector with only the renderers hook + // Cause actually, a call to FoundRenderer will unhook everything registered except the renderer hook + // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? + std::vector _hooks; - WNDPROC _gameWndProc; // The game main windows proc - HWND _gameHWnd; // The game main window - bool _showOverlay; // Should we render the overlay - bool _isSet; // Is the renderer hooked ? - bool _LoadLibraryHooked; // Are the LoadLibrary functions hooked ? + bool _renderer_found; // Is the renderer hooked ? + bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) + Base_Hook* rendererdetect_hook; class Steam_Overlay* overlay; Hook_Manager(); virtual ~Hook_Manager(); + void UnHookAllRendererDetector(); + + void hook_opengl(); + void HookLoadLibrary(); - void UnHookLoadLibrary(); + +#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) + WNDPROC _game_wndproc; // The game main window proc + HWND _game_hwnd; // The game main window + bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ? + bool _dx9_hooked; // DX9 Present and PresentEx Hooked ? + bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12) + + void HookDXGIPresent(); + void HookDX9Present(); + void HookwglMakeCurrent(); + void hook_dx9(); + void hook_dx10(); + void hook_dx11(); + void hook_dx12(); + void create_hookA(const char* libname); + void create_hookW(const wchar_t* libname); + + static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName); + static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName); + static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); + static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); + static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); + static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); + static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); + +public: + void ChangeGameWindow(HWND hWnd) const; + +protected: + +#elif defined(__linux__) + +#endif public: static Hook_Manager& Inst(); @@ -37,10 +86,10 @@ public: void HookRenderer(Steam_Overlay *overlay); // Set the found hook and free all other hooks - void FoundHook(Base_Hook *hook); + void FoundRenderer(Base_Hook *hook); inline void AddHook(Base_Hook* hook) { _hooks.push_back(hook); } - void ChangeGameWindow(HWND hWnd) const; + void CallOverlayProc(int width, int height) const; Steam_Overlay* GetOverlay() const { return overlay; } }; diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index b960485..7211883 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -21,7 +21,6 @@ void OpenGL_Hook::start_hook() if (!_hooked) { Hook_Manager::Inst().FoundRenderer(this); - Hook_Manager::Inst().FoundHook(this); GLenum err = glewInit(); @@ -65,6 +64,9 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) GetClientRect(hWnd, &rect); + if (hWnd != Hook_Manager::Inst().GetOverlay()->GetGameHwnd()) + resetRenderState(); + if (!initialized) { ImGui::CreateContext(); @@ -94,12 +96,12 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ///////////////////////////////////////////////////////////////////////////////////// // OpenGL Initialization functions -BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) -{ - auto res = hook->wglMakeCurrent(hDC, hGLRC); - hook->hook_ogl(); - return res; -} +//BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) +//{ +// auto res = hook->wglMakeCurrent(hDC, hGLRC); +// hook->hook_ogl(); +// return res; +//} ///////////////////////////////////////////////////////////////////////////////////// BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) @@ -115,14 +117,14 @@ OpenGL_Hook::OpenGL_Hook(): _dll = GetModuleHandle(DLL_NAME); // Hook to wglMakeCurrent so we know when it gets called. // If its called, then OpenGL will be used to render the overlay. - wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); - wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers"); - - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent) - ); - EndHook(); + //wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); + //wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers"); + // + //BeginHook(); + //HookFuncs( + // std::make_pair(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent) + //); + //EndHook(); } OpenGL_Hook::~OpenGL_Hook() @@ -144,6 +146,7 @@ void OpenGL_Hook::Create() if (hook == nullptr) { hook = new OpenGL_Hook; + hook->start_hook(); // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index df72cfc..80b94e0 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -10,7 +10,7 @@ public: static constexpr const char *DLL_NAME = "opengl32.dll"; using wglSwapBuffers_t = BOOL(WINAPI*)(HDC); - using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC); + //using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC); private: // Variables @@ -30,9 +30,9 @@ private: wglSwapBuffers_t wglSwapBuffers; // Hook functions so we know we use OGL - static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); + //static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); - wglMakeCurrent_t wglMakeCurrent; + //wglMakeCurrent_t wglMakeCurrent; public: static void Create(); // Initialize OGL Hook. From 2792793bf35df4c17571085d436827d26e143e64 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 10:37:45 +0200 Subject: [PATCH 056/152] Only call overlay related functions if it is ready Continue to receive friends notifications, so if the overlay becomes ready we already have the list of friends. --- overlay_experimental/steam_overlay.cpp | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index efd7cf9..ecdcce8 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -172,7 +172,7 @@ void Steam_Overlay::ShowOverlay(bool state) { static RECT old_clip; - if (show_overlay == state) + if (!Ready() || show_overlay == state) return; show_overlay = state; @@ -215,6 +215,9 @@ void Steam_Overlay::ShowOverlay(bool state) void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) { + if (!Ready()) + return; + std::lock_guard lock(global_mutex); auto i = friends.find(friendId); if (i != friends.end()) @@ -229,6 +232,9 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) { + if (!Ready()) + return; + std::lock_guard lock(global_mutex); auto i = friends.find(friendId); if (i != friends.end()) @@ -399,6 +405,9 @@ void Steam_Overlay::OverlayProc( int width, int height ) { std::lock_guard lock(global_mutex); + if (!Ready()) + return; + if (show_overlay) { int friend_size = friends.size(); From 78ffbc65712dfaa1b1517cec9e293ad4b54fdd37 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 10:42:43 +0200 Subject: [PATCH 057/152] Added ImGui wildcard escape --- .gitlab-ci.yml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index aa6f46c..027dd83 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -75,6 +75,8 @@ build_windows: - DLL_FILES="$(ls dll/*.cpp | tr "\n" " ")"; sed "s|dll/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls detours/*.cpp | tr "\n" " ")"; sed "s|detours/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls overlay_experimental/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls ImGui/*.cpp | tr "\n" " ")"; sed "s|ImGui/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls ImGui/impls/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - export WINEDEBUG=-all - wine cmd /c build_win_debug_experimental.bat From cb0e1dff25c9198e57038715cc3ebdc0256386ac Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 11:11:13 +0200 Subject: [PATCH 058/152] Added opengl32 lib and declared glew as static --- CMakeLists.txt | 2 ++ ImGui/imconfig.h | 1 - 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index a0b19c5..f4db082 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -115,6 +115,7 @@ target_link_libraries(${LIB_STEAM_API} $<$:ws2_32> $<$:iphlpapi> $<$,$,$>>:glew32s.lib> + $<$,$,$>>:opengl32.lib> ) # Add target compile definitions @@ -126,6 +127,7 @@ target_compile_definitions(${LIB_STEAM_API} $<$:EMU_RELEASE_BUILD> $<$:EMU_EXPERIMENTAL_BUILD> $<$:NO_OVERLAY> + $<$,$,$>>:GLEW_STATIC> ) # Install the target diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h index 2bc8568..3afdd4b 100644 --- a/ImGui/imconfig.h +++ b/ImGui/imconfig.h @@ -94,5 +94,4 @@ namespace ImGui #define IMGUI_INCLUDE_IMGUI_USER_H -#define GLEW_STATIC #define IMGUI_IMPL_OPENGL_LOADER_GLEW \ No newline at end of file From d7f6d254eb810b48b6e80b38b8fe1e76f91bcf47 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 11:27:07 +0200 Subject: [PATCH 059/152] Added static glew to build scripts --- build_win_debug_experimental.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index ad227e4..a64065f 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -2,11 +2,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index 9174cf8..a3869a3 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 05f3fa09b396a6b0c81ffdaf6e11d02ca8899c4e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 18:29:49 +0200 Subject: [PATCH 060/152] Better compatibility for DX10 & DX11 Create a NULL Device (We only need it to retrieve its vtable) --- overlay_experimental/DX10_Hook.cpp | 2 +- overlay_experimental/DX11_Hook.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 4fdc274..90dbff6 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -35,7 +35,7 @@ void DX10_Hook::start_hook() SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); if (pDevice != nullptr && pSwapChain != nullptr) { diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 41ffd9c..628ca7a 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -45,7 +45,7 @@ void DX11_Hook::start_hook() SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); if (pDevice != nullptr && pSwapChain != nullptr) { From 7b531345120e6eb562801dfe0ae0800a995a8bd5 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 18:30:55 +0200 Subject: [PATCH 061/152] Initialize overlay after full initialization of UI. --- overlay_experimental/DX10_Hook.cpp | 3 ++- overlay_experimental/DX11_Hook.cpp | 3 ++- overlay_experimental/DX9_Hook.cpp | 3 ++- overlay_experimental/OpenGL_Hook.cpp | 2 +- 4 files changed, 7 insertions(+), 4 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 90dbff6..acaa653 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -96,9 +96,10 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); - Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX10_Init(pDevice); + Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); + initialized = true; } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 628ca7a..44967f7 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -109,9 +109,10 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); - Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX11_Init(pDevice, pContext); + Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); + initialized = true; } diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 9fbad2b..98a6480 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -96,9 +96,10 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow); ImGui_ImplWin32_Init(param.hFocusWindow); ImGui_ImplDX9_Init(pDevice); + Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow); + initialized = true; } diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 7211883..bb5fed6 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -73,10 +73,10 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - Hook_Manager::Inst().ChangeGameWindow(hWnd); ImGui_ImplWin32_Init(hWnd); ImGui_ImplOpenGL3_Init(); + Hook_Manager::Inst().ChangeGameWindow(hWnd); initialized = true; } From 1b37e837a1934ec376ce38a3fe161f7bdbaffa71 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 18:31:56 +0200 Subject: [PATCH 062/152] Notification sound when something happen --- overlay_experimental/notification.h | 5521 ++++++++++++++++++++++++ overlay_experimental/steam_overlay.cpp | 70 +- overlay_experimental/steam_overlay.h | 15 +- 3 files changed, 5582 insertions(+), 24 deletions(-) create mode 100644 overlay_experimental/notification.h diff --git a/overlay_experimental/notification.h b/overlay_experimental/notification.h new file mode 100644 index 0000000..7d8cc9d --- /dev/null +++ b/overlay_experimental/notification.h @@ -0,0 +1,5521 @@ +unsigned char notif_invite_wav[] = { + 0x52, 0x49, 0x46, 0x46, 0x9a, 0x02, 0x01, 0x00, 0x57, 0x41, 0x56, 0x45, + 0x66, 0x6d, 0x74, 0x20, 0x10, 0x00, 0x00, 0x00, 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0x38, 0x00, 0xf7, 0xff, 0xf0, 0xff, 0xcc, 0xff, 0xba, 0xff, + 0xed, 0xff, 0xf3, 0xff, 0xcf, 0xff, 0xc4, 0xff, 0xbd, 0xff, 0xa1, 0xff, + 0xc0, 0xff, 0x01, 0x00, 0xe5, 0xff, 0xc7, 0xff, 0xcb, 0xff, 0xc6, 0xff, + 0xbb, 0xff, 0xfb, 0xff, 0x13, 0x00, 0xfe, 0xff, 0x06, 0x00, 0x11, 0x00, + 0xf6, 0xff, 0x25, 0x00, 0x56, 0x00, 0x47, 0x00, 0x1d, 0x00, 0x1b, 0x00, + 0xf5, 0xff, 0xdb, 0xff, 0x03, 0x00, 0x0c, 0x00, 0xdc, 0xff, 0xd0, 0xff, + 0xda, 0xff, 0xc1, 0xff, 0xee, 0xff, 0x2e, 0x00, 0x2a, 0x00, 0x13, 0x00, + 0x22, 0x00, 0x0c, 0x00, 0xfe, 0xff, 0x2f, 0x00, 0x2d, 0x00, 0xf1, 0xff, + 0xe2, 0xff, 0xe2, 0xff, 0xbf, 0xff, 0xda, 0xff, 0x0f, 0x00, 0xff, 0xff, + 0xec, 0xff, 0xfc, 0xff, 0xe6, 0xff, 0xd9, 0xff, 0x08, 0x00, 0x11, 0x00, + 0xd5, 0xff, 0xc5, 0xff, 0xc2, 0xff, 0x9c, 0xff, 0xc0, 0xff, 0xf8, 0xff, + 0xf3, 0xff, 0xe1, 0xff, 0x05, 0x00, 0xf4, 0xff, 0x06, 0x00, 0x4f, 0x00, + 0x6c, 0x00, 0x37, 0x00, 0x32, 0x00, 0x28, 0x00, 0xfd, 0xff, 0x0d, 0x00, + 0x31, 0x00, 0x12, 0x00, 0xe7, 0xff, 0xf2, 0xff, 0xd8, 0xff, 0xd5, 0xff, + 0x14, 0x00, 0x2b, 0x00, 0xff, 0xff, 0x03, 0x00, 0x05, 0x00, 0xd4, 0xff, + 0xe9, 0xff, 0x0e, 0x00, 0xf2, 0xff, 0xbc, 0xff, 0xc4, 0xff, 0xa7, 0xff, + 0x9f, 0xff, 0xda, 0xff, 0x03, 0x00, 0xde, 0xff, 0xf1, 0xff, 0xfc, 0xff, + 0xe6, 0xff, 0x04, 0x00, 0x3d, 0x00, 0x1d, 0x00, 0xfa, 0xff, 0xf9, 0xff, + 0xea, 0xff, 0xd2, 0xff, 0x06, 0x00, 0x1e, 0x00, 0xf6, 0xff, 0xff, 0xff, + 0x11, 0x00, 0xfe, 0xff, 0x27, 0x00, 0x5f, 0x00, 0x56, 0x00, 0x34, 0x00, + 0x39, 0x00, 0x1d, 0x00, 0xf9, 0xff, 0x1d, 0x00, 0x1a, 0x00, 0xdf, 0xff, + 0xc8, 0xff, 0xc5, 0xff, 0xa3, 0xff +}; +unsigned int notif_invite_wav_len = 66210; diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ecdcce8..ed53221 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -14,21 +14,28 @@ // Look here for info on how to hook on linux // https://github.com/AimTuxOfficial/AimTux/ +#include "notification.h" + extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); bool Steam_Overlay::IgnoreMsg(UINT uMsg) { switch (uMsg) { + // Mouse Events case WM_MOUSEMOVE: case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE: + // Keyboard Events case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: - case WM_CHAR: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR: + case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR: + // Raw Input Events + case WM_INPUT: return true; } return false; @@ -227,6 +234,12 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) frd.window_state |= window_state_lobby_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_rich_invite; + + if (!(frd.window_state & window_state_show)) + { + frd.window_state |= window_state_need_attention; + PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); + } } } @@ -244,14 +257,21 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) frd.window_state |= window_state_rich_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_lobby_invite; + + if (!(frd.window_state & window_state_show)) + { + frd.window_state |= window_state_need_attention; + PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); + } } } void Steam_Overlay::FriendConnect(Friend _friend) { std::lock_guard lock(global_mutex); - friends[_friend].window_state = window_state_none; - memset(friends[_friend].chat_input, 0, max_chat_len); + auto& item = friends[_friend]; + item.window_state = window_state_none; + memset(item.chat_input, 0, max_chat_len); } void Steam_Overlay::FriendDisconnect(Friend _friend) @@ -332,6 +352,11 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st if (ImGui::Begin(frd.name().c_str(), &show)) { + if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) + { + state.window_state &= ~window_state_need_attention; + } + // Fill this with the chat box and maybe the invitation if (state.window_state & (window_state_lobby_invite | window_state_rich_invite)) { @@ -431,23 +456,29 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::Spacing(); ImGui::LabelText("##label", "Friends"); - ImGui::ListBoxHeader("##label", friend_size); - std::for_each(friends.begin(), friends.end(), [this](auto& i) + if (!friends.empty()) { - ImGui::PushID(i.first.id()); - - ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); - BuildContextMenu(i.first, i.second); - if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + ImGui::ListBoxHeader("##label", friend_size); + std::for_each(friends.begin(), friends.end(), [this](auto& i) { - i.second.window_state |= window_state_show; - } + ImGui::PushID(i.first.id()); - ImGui::PopID(); + /* TODO: Do something with this to notify the user something happened with this friend (invite or chat) + * i.second.window_state & window_state_need_attention + */ - BuildFriendWindow(i.first, i.second); - }); - ImGui::ListBoxFooter(); + ImGui::Selectable(i.first.name().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(); + } } ImGui::End(); }// if(show_overlay) @@ -466,6 +497,11 @@ 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); + if (!(friend_info->second.window_state & window_state_show)) + { + friend_info->second.window_state |= window_state_need_attention; + PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); + } } } } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index bd80474..914e7f0 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -10,13 +10,14 @@ static constexpr size_t max_chat_len = 768; enum window_state { - window_state_none = 0, - window_state_show = 1<<0, - window_state_invite = 1<<1, - window_state_join = 1<<2, - window_state_lobby_invite = 1<<3, - window_state_rich_invite = 1<<4, - window_state_send_message = 1<<5, + window_state_none = 0, + window_state_show = 1<<0, + window_state_invite = 1<<1, + window_state_join = 1<<2, + window_state_lobby_invite = 1<<3, + window_state_rich_invite = 1<<4, + window_state_send_message = 1<<5, + window_state_need_attention = 1<<6, }; struct friend_window_state From 71d3e301c27a7975db7be7d29159104a39aaeff6 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 18:33:51 +0200 Subject: [PATCH 063/152] Added Winmm (Wav Play) --- CMakeLists.txt | 1 + build_win_debug_experimental.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index f4db082..1697100 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -116,6 +116,7 @@ target_link_libraries(${LIB_STEAM_API} $<$:iphlpapi> $<$,$,$>>:glew32s.lib> $<$,$,$>>:opengl32.lib> + $<$,$,$>>:Winmm.lib> ) # Add target compile definitions diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index a64065f..550d6ba 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -2,11 +2,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index a3869a3..2b8a94a 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From d06fbba10401b239289a172e4d1398e31bdb6c5a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 19:10:12 +0200 Subject: [PATCH 064/152] Added error handling when hook fails --- overlay_experimental/DX10_Hook.cpp | 4 +- overlay_experimental/DX10_Hook.h | 4 +- overlay_experimental/DX11_Hook.cpp | 4 +- overlay_experimental/DX11_Hook.h | 4 +- overlay_experimental/DX12_Hook.cpp | 7 +-- overlay_experimental/DX12_Hook.h | 4 +- overlay_experimental/DX9_Hook.cpp | 4 +- overlay_experimental/DX9_Hook.h | 4 +- overlay_experimental/Hook_Manager.cpp | 83 +++++++++++++++++++++++---- overlay_experimental/Hook_Manager.h | 15 ++++- overlay_experimental/OpenGL_Hook.cpp | 26 ++++----- overlay_experimental/OpenGL_Hook.h | 6 +- 12 files changed, 122 insertions(+), 43 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index acaa653..a71135a 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -12,7 +12,7 @@ // This is created by DX10_Hook::Create, and deleted by the Hook_Manager if not used static DX10_Hook* hook; -void DX10_Hook::start_hook() +bool DX10_Hook::start_hook() { if (!_hooked) { @@ -55,10 +55,12 @@ void DX10_Hook::start_hook() else { PRINT_DEBUG("Failed to hook DirectX 10\n"); + return false; } if(pDevice)pDevice->Release(); if(pSwapChain)pSwapChain->Release(); } + return true; } void DX10_Hook::resetRenderState() diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index d23338a..ecea403 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -22,7 +22,6 @@ private: DX10_Hook(); virtual ~DX10_Hook(); - void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain *pSwapChain); @@ -43,7 +42,8 @@ private: //decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; public: - static void Create(); // Initialize DX10 Hook. + bool start_hook(); + static DX10_Hook* Inst(); void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); }; diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 44967f7..951fb23 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -22,7 +22,7 @@ HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** return ret; } -void DX11_Hook::start_hook() +bool DX11_Hook::start_hook() { if (!_hooked) { @@ -65,11 +65,13 @@ void DX11_Hook::start_hook() else { PRINT_DEBUG("Failed to hook DirectX 11\n"); + return false; } if(pDevice) pDevice->Release(); if(pSwapChain) pSwapChain->Release(); } + return true; } void DX11_Hook::resetRenderState() diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index 031ee9c..c238167 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -22,7 +22,6 @@ private: DX11_Hook(); virtual ~DX11_Hook(); - void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); @@ -43,7 +42,8 @@ private: //decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; public: - static void Create(); // Initialize DX11 Hook. + bool start_hook(); + static DX11_Hook* Inst(); void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); }; diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 924e9fe..af6548f 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -9,15 +9,14 @@ #include #include -// This is created by DX12_Hook::Create, and deleted by the Hook_Manager if not used -static DX12_Hook* hook; - -void DX12_Hook::start_hook() +bool DX12_Hook::start_hook() { if (!_hooked) { PRINT_DEBUG("Hooked DirectX 12\n"); + return false; } + return true; } void DX12_Hook::resetRenderState() diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 555826f..2d07fd0 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -24,7 +24,6 @@ private: DX12_Hook(); virtual ~DX12_Hook(); - void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); @@ -43,7 +42,8 @@ private: //decltype(D3D12CreateDevice)* D3D12CreateDevice; public: - static void Create(); // Initialize DX11 Hook. + bool start_hook(); + static DX12_Hook* Inst(); void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); }; diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 98a6480..64f1cbe 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -18,7 +18,7 @@ static DX9_Hook* hook; ///////// ///////// ////////////////////////////////////////////////////////////////// -void DX9_Hook::start_hook() +bool DX9_Hook::start_hook() { if (!_hooked) { @@ -56,11 +56,13 @@ void DX9_Hook::start_hook() else { PRINT_DEBUG("Failed to DirectX 9\n"); + return false; } if(pDeviceEx)pDeviceEx->Release(); if(pD3D)pD3D->Release(); } + return true; } void DX9_Hook::resetRenderState() diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index e20913a..fb1e623 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -21,7 +21,6 @@ private: DX9_Hook(); virtual ~DX9_Hook(); - void start_hook(); void resetRenderState(); void prepareForOverlay(IDirect3DDevice9* pDevice); @@ -44,7 +43,8 @@ private: //decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; public: - static void Create(); // Initialize DX9 Hook. + bool start_hook(); + static DX9_Hook* Inst(); void loadFunctions(IDirect3DDevice9Ex *pDeviceEx); }; diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 7d8871a..bf23852 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -34,7 +34,17 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* if (pDevice) { Hook_Manager::Inst().UnHookAllRendererDetector(); - DX10_Hook::Create(); + DX10_Hook* hook = DX10_Hook::Inst(); + if (!hook->start_hook()) + { + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); + } } else { @@ -42,15 +52,31 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* if (pDevice) { Hook_Manager::Inst().UnHookAllRendererDetector(); - DX11_Hook::Create(); + DX11_Hook* hook = DX11_Hook::Inst(); + if (!hook->start_hook()) + { + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); + } } else { _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); - if (pDevice) + DX12_Hook* hook = DX12_Hook::Inst(); + if (!hook->start_hook()) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - DX12_Hook::Create(); + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); } } } @@ -62,28 +88,60 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) { Hook_Manager::Inst().UnHookAllRendererDetector(); - DX9_Hook::Create(); + DX9_Hook* hook = DX9_Hook::Inst(); + if (!hook->start_hook()) + { + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); + } return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); } HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { Hook_Manager::Inst().UnHookAllRendererDetector(); - DX9_Hook::Create(); + DX9_Hook* hook = DX9_Hook::Inst(); + if (!hook->start_hook()) + { + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); + } return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); } BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) { Hook_Manager::Inst().UnHookAllRendererDetector(); - OpenGL_Hook::Create(); - return _wglMakeCurrent(hDC, hGLRC);; + OpenGL_Hook* hook = OpenGL_Hook::Inst(); + if (!hook->start_hook()) + { + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); + } + + return _wglMakeCurrent(hDC, hGLRC); } void Hook_Manager::HookDXGIPresent() { if (!_dxgi_hooked) { + _dxgi_hooked = true; rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( @@ -98,6 +156,7 @@ void Hook_Manager::HookDX9Present() { if (!_dx9_hooked) { + _dx9_hooked = true; rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( @@ -113,6 +172,7 @@ void Hook_Manager::HookwglMakeCurrent() { if (!_ogl_hooked) { + _ogl_hooked = true; rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( @@ -238,7 +298,9 @@ void Hook_Manager::hook_dx12() { if (!_dxgi_hooked && !_renderer_found) { - DX12_Hook::Create(); + DX12_Hook* hook = DX12_Hook::Inst(); + hook->start_hook(); // TODO: Prints to error log about DX12 Implementation status + delete static_cast(hook); } } @@ -350,6 +412,7 @@ void Hook_Manager::UnHookAllRendererDetector() delete rendererdetect_hook; rendererdetect_hook = nullptr; } + _loadlibrary_hooked = false; _ogl_hooked = false; #ifdef STEAM_WIN32 diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index bffe287..a55188a 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -38,9 +38,9 @@ protected: Hook_Manager(); virtual ~Hook_Manager(); - - void UnHookAllRendererDetector(); + void UnHookAllRendererDetector(); + // Setup opengl device void hook_opengl(); void HookLoadLibrary(); @@ -52,13 +52,21 @@ protected: bool _dx9_hooked; // DX9 Present and PresentEx Hooked ? bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12) + // DXGIPresent will be used to detect if DX10, DX11 or DX12 should be used for overlay void HookDXGIPresent(); + // DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay void HookDX9Present(); + // wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay void HookwglMakeCurrent(); + // Setup DX9 Device and get vtable void hook_dx9(); + // Setup DX10 Device and get vtable void hook_dx10(); + // Setup DX11 Device and get vtable void hook_dx11(); + // Setup DX12 Device and get vtable void hook_dx12(); + void create_hookA(const char* libname); void create_hookW(const wchar_t* libname); @@ -66,9 +74,12 @@ protected: static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName); static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); + // If this is called, then DX10, DX11 or DX12 will be used to render overlay static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + // If any of theses is called, then DX9 will be used to render overlay static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); + // If this is called, then OpenGL 3 will be used to render overlay static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); public: diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index bb5fed6..c326ab2 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -13,10 +13,9 @@ #include "steam_overlay.h" -// This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used -static OpenGL_Hook* hook; +OpenGL_Hook* OpenGL_Hook::_inst = nullptr; -void OpenGL_Hook::start_hook() +bool OpenGL_Hook::start_hook() { if (!_hooked) { @@ -40,8 +39,10 @@ void OpenGL_Hook::start_hook() PRINT_DEBUG("Failed to hook OpenGL\n"); /* Problem: glewInit failed, something is seriously wrong. */ PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); + return false; } } + return true; } void OpenGL_Hook::resetRenderState() @@ -106,8 +107,8 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ///////////////////////////////////////////////////////////////////////////////////// BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) { - hook->prepareForOverlay(hDC); - return hook->wglSwapBuffers(hDC); + OpenGL_Hook::Inst()->prepareForOverlay(hDC); + return OpenGL_Hook::Inst()->wglSwapBuffers(hDC); } OpenGL_Hook::OpenGL_Hook(): @@ -138,18 +139,15 @@ OpenGL_Hook::~OpenGL_Hook() ImGui::DestroyContext(); } - hook = nullptr; + _inst = nullptr; } -void OpenGL_Hook::Create() +OpenGL_Hook* OpenGL_Hook::Inst() { - if (hook == nullptr) - { - hook = new OpenGL_Hook; - hook->start_hook(); - // Register the hook to the Hook Manager - Hook_Manager::Inst().AddHook(hook); - } + if (_inst == nullptr) + _inst = new OpenGL_Hook; + + return _inst; } #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index 80b94e0..bae017c 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -13,6 +13,8 @@ public: //using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC); private: + static OpenGL_Hook* _inst; + // Variables bool initialized; @@ -20,7 +22,6 @@ private: OpenGL_Hook(); virtual ~OpenGL_Hook(); - void start_hook(); void resetRenderState(); void prepareForOverlay(HDC hDC); @@ -35,7 +36,8 @@ private: //wglMakeCurrent_t wglMakeCurrent; public: - static void Create(); // Initialize OGL Hook. + bool start_hook(); + inline static OpenGL_Hook* Inst(); }; #endif//NO_OVERLAY From 5d4b4371f3d2edaf411fcb837ce8d96a77a7ca2e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 19:21:30 +0200 Subject: [PATCH 065/152] Fixed everything that I've forgot --- overlay_experimental/DX10_Hook.cpp | 30 +++++++++----------- overlay_experimental/DX10_Hook.h | 2 ++ overlay_experimental/DX11_Hook.cpp | 30 +++++++++----------- overlay_experimental/DX11_Hook.h | 2 ++ overlay_experimental/DX12_Hook.cpp | 29 ++++++++++--------- overlay_experimental/DX12_Hook.h | 2 ++ overlay_experimental/DX9_Hook.cpp | 45 ++++++++++++------------------ overlay_experimental/DX9_Hook.h | 2 ++ 8 files changed, 66 insertions(+), 76 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index a71135a..3897902 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -9,8 +9,7 @@ #include #include -// This is created by DX10_Hook::Create, and deleted by the Hook_Manager if not used -static DX10_Hook* hook; +DX10_Hook* DX10_Hook::_inst = nullptr; bool DX10_Hook::start_hook() { @@ -146,20 +145,20 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { - hook->prepareForOverlay(_this); - return (_this->*hook->Present)(SyncInterval, Flags); + DX10_Hook::Inst()->prepareForOverlay(_this); + return (_this->*DX10_Hook::Inst()->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { - hook->resetRenderState(); - return (_this->*hook->ResizeTarget)(pNewTargetParameters); + DX10_Hook::Inst()->resetRenderState(); + return (_this->*DX10_Hook::Inst()->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { - hook->resetRenderState(); - return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); + DX10_Hook::Inst()->resetRenderState(); + return (_this->*DX10_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } DX10_Hook::DX10_Hook(): @@ -189,18 +188,15 @@ DX10_Hook::~DX10_Hook() if (_hooked) resetRenderState(); - hook = nullptr; + _inst = nullptr; } -void DX10_Hook::Create() +DX10_Hook* DX10_Hook::Inst() { - if (hook == nullptr) - { - hook = new DX10_Hook; - hook->start_hook(); - // Register the hook to the Hook Manager - Hook_Manager::Inst().AddHook(hook); - } + if (_inst == nullptr) + _inst = new DX10_Hook; + + return _inst; } void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index ecea403..e66e840 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -13,6 +13,8 @@ public: static constexpr const char *DLL_NAME = "d3d10.dll"; private: + static DX10_Hook* _inst; + // Variables bool initialized; ID3D10Device* pDevice; diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 951fb23..2bde2c0 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -9,8 +9,7 @@ #include #include -// This is created by DX11_Hook::Create, and deleted by the Hook_Manager if not used -static DX11_Hook* hook; +DX11_Hook* DX11_Hook::_inst = nullptr; HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext) { @@ -163,21 +162,21 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { - hook->prepareForOverlay(_this); + DX11_Hook::Inst()->prepareForOverlay(_this); - return (_this->*hook->Present)(SyncInterval, Flags); + return (_this->*DX11_Hook::Inst()->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { - hook->resetRenderState(); - return (_this->*hook->ResizeTarget)(pNewTargetParameters); + DX11_Hook::Inst()->resetRenderState(); + return (_this->*DX11_Hook::Inst()->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { - hook->resetRenderState(); - return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); + DX11_Hook::Inst()->resetRenderState(); + return (_this->*DX11_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } DX11_Hook::DX11_Hook(): @@ -207,18 +206,15 @@ DX11_Hook::~DX11_Hook() if (_hooked) resetRenderState(); - hook = nullptr; + _inst = nullptr; } -void DX11_Hook::Create() +DX11_Hook* DX11_Hook::Inst() { - if (hook == nullptr) - { - hook = new DX11_Hook; - hook->start_hook(); - // Register the hook to the Hook Manager - Hook_Manager::Inst().AddHook(hook); - } + if (_inst == nullptr) + _inst = new DX11_Hook; + + return _inst; } void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index c238167..207252f 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -13,6 +13,8 @@ public: static constexpr const char *DLL_NAME = "d3d11.dll"; private: + static DX11_Hook* _inst; + // Variables bool initialized; ID3D11DeviceContext* pContext; diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index af6548f..6f3951a 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -9,6 +9,8 @@ #include #include +DX12_Hook* DX12_Hook::_inst = nullptr; + bool DX12_Hook::start_hook() { if (!_hooked) @@ -112,21 +114,21 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { - hook->prepareForOverlay(_this); + DX12_Hook::Inst()->prepareForOverlay(_this); - return (_this->*hook->Present)(SyncInterval, Flags); + return (_this->*DX12_Hook::Inst()->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { - hook->resetRenderState(); - return (_this->*hook->ResizeTarget)(pNewTargetParameters); + DX12_Hook::Inst()->resetRenderState(); + return (_this->*DX12_Hook::Inst()->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { - hook->resetRenderState(); - return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); + DX12_Hook::Inst()->resetRenderState(); + return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } DX12_Hook::DX12_Hook(): @@ -157,18 +159,15 @@ DX12_Hook::~DX12_Hook() if (_hooked) resetRenderState(); - hook = nullptr; + _inst = nullptr; } -void DX12_Hook::Create() +DX12_Hook* DX12_Hook::Inst() { - if (hook == nullptr) - { - hook = new DX12_Hook; - hook->start_hook(); - // Register the hook to the Hook Manager - Hook_Manager::Inst().AddHook(hook); - } + if (_inst == nullptr) + _inst = new DX12_Hook(); + + return _inst; } void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 2d07fd0..d4e5681 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -13,6 +13,8 @@ public: static constexpr const char *DLL_NAME = "d3d12.dll"; private: + static DX12_Hook* _inst; + // Variables bool initialized; ID3D12CommandAllocator* pCmdAlloc; diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 64f1cbe..26285c3 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -10,13 +10,7 @@ #include "steam_overlay.h" -static DX9_Hook* hook; - -////////////////////////////////////////////////////////////////// -///////// ///////// -///////// This hook doesn't support game resize for now ///////// -///////// ///////// -////////////////////////////////////////////////////////////////// +DX9_Hook* DX9_Hook::_inst = nullptr; bool DX9_Hook::start_hook() { @@ -144,29 +138,29 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) { - hook->resetRenderState(); - return (_this->*hook->Reset)(pPresentationParameters); + DX9_Hook::Inst()->resetRenderState(); + return (_this->*DX9_Hook::Inst()->Reset)(pPresentationParameters); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this) { - if( !hook->uses_present ) - hook->prepareForOverlay(_this); - return (_this->*hook->EndScene)(); + if( !DX9_Hook::Inst()->uses_present ) + DX9_Hook::Inst()->prepareForOverlay(_this); + return (_this->*DX9_Hook::Inst()->EndScene)(); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) { - hook->uses_present = true; - hook->prepareForOverlay(_this); - return (_this->*hook->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); + DX9_Hook::Inst()->uses_present = true; + DX9_Hook::Inst()->prepareForOverlay(_this); + return (_this->*DX9_Hook::Inst()->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { - hook->uses_present = true; - hook->prepareForOverlay(_this); - return (_this->*hook->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); + DX9_Hook::Inst()->uses_present = true; + DX9_Hook::Inst()->prepareForOverlay(_this); + return (_this->*DX9_Hook::Inst()->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); } DX9_Hook::DX9_Hook(): @@ -204,18 +198,15 @@ DX9_Hook::~DX9_Hook() ImGui::DestroyContext(); } - hook = nullptr; + _inst = nullptr; } -void DX9_Hook::Create() +DX9_Hook* DX9_Hook::Inst() { - if( hook == nullptr ) - { - hook = new DX9_Hook; - hook->start_hook(); - // Register the hook to the Hook Manager - Hook_Manager::Inst().AddHook(hook); - } + if( _inst == nullptr ) + _inst = new DX9_Hook; + + return _inst; } void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx) diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index fb1e623..c795fe3 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -13,6 +13,8 @@ public: static constexpr const char *DLL_NAME = "d3d9.dll"; private: + static DX9_Hook* _inst; + // Variables bool initialized; bool uses_present; From 757dc479e47555a6b0530b8d665ac1e6aeb52e25 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 19:32:32 +0200 Subject: [PATCH 066/152] Removed inline --- overlay_experimental/OpenGL_Hook.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index bae017c..f6e2a9f 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -37,7 +37,7 @@ private: public: bool start_hook(); - inline static OpenGL_Hook* Inst(); + static OpenGL_Hook* Inst(); }; #endif//NO_OVERLAY From fdeb5912d3e1373999f1a43c63296c08002ea1c0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 18 Aug 2019 14:29:08 +0200 Subject: [PATCH 067/152] Try to Disable all inputs when overlay is on --- overlay_experimental/steam_overlay.cpp | 44 ++++++++++++++++++++------ overlay_experimental/steam_overlay.h | 2 ++ 2 files changed, 37 insertions(+), 9 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ed53221..8a69180 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -16,6 +16,9 @@ #include "notification.h" +static decltype(GetRawInputBuffer)* _GetRawInputBuffer = GetRawInputBuffer; +static decltype(GetRawInputData)* _GetRawInputData = GetRawInputData; + extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); bool Steam_Overlay::IgnoreMsg(UINT uMsg) @@ -134,20 +137,43 @@ void Steam_Overlay::SetupOverlay() Hook_Manager::Inst().HookRenderer(this); } +UINT WINAPI Steam_Overlay::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) +{ + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if( !_this->show_overlay ) + return _GetRawInputBuffer(pData, pcbSize, cbSizeHeader); + + return -1; +} + +UINT WINAPI Steam_Overlay::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) +{ + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if (!_this->show_overlay) + return _GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + + return -1; +} + void Steam_Overlay::HookReady(void* hWnd) { if (game_hwnd != hWnd) { if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. { - //window_hooks.BeginHook(); - // - //window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), - // std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW) - // // Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on - // ); - // - //window_hooks.EndHook(); + window_hooks.BeginHook(); + + window_hooks.HookFuncs(std::make_pair(&(PVOID&)_GetRawInputBuffer, &MyGetRawInputBuffer), + std::make_pair(&(PVOID&)_GetRawInputData, &MyGetRawInputData) + ); + + window_hooks.EndHook(); + + // TODO: Uncomment this and draw our own cursor (cosmetics) + //ImGuiIO &io = ImGui::GetIO(); + //io.WantSetMousePos = false; + //io.MouseDrawCursor = false; + //io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange; is_ready = true; } @@ -181,7 +207,7 @@ void Steam_Overlay::ShowOverlay(bool state) if (!Ready() || show_overlay == state) return; - + show_overlay = state; if (show_overlay) { diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 914e7f0..fde2b9e 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -73,6 +73,8 @@ class Steam_Overlay bool IgnoreMsg(UINT uMsg); static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader); + static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); static void steam_overlay_run_every_runcb(void* object); static void steam_overlay_callback(void* object, Common_Message* msg); From f096a2d8a234dfd2566ce93e0d2b12c3fe117c58 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 18 Aug 2019 16:19:28 +0200 Subject: [PATCH 068/152] Use LoadLibrary instead of LoadModule LoadLibrary increase the reference count to the library. So we make sure this library is still loaded when we shut down the hook. --- overlay_experimental/Base_Hook.cpp | 4 ++++ overlay_experimental/Base_Hook.h | 6 +----- overlay_experimental/DX10_Hook.cpp | 7 ++++--- overlay_experimental/DX11_Hook.cpp | 7 ++++--- overlay_experimental/DX12_Hook.cpp | 7 ++++--- overlay_experimental/DX9_Hook.cpp | 9 ++++++--- overlay_experimental/OpenGL_Hook.cpp | 11 ++++------- 7 files changed, 27 insertions(+), 24 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index b7913e5..a7d3b88 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -7,6 +7,10 @@ #include "../detours/detours.h" +#define WIN32_LEAN_AND_MEAN +#define VC_EXTRALEAN +#include + Base_Hook::Base_Hook(): _hooked(false) {} diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 6b5443b..bb0c2dd 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -5,10 +5,6 @@ #ifndef NO_OVERLAY -#define WIN32_LEAN_AND_MEAN -#define VC_EXTRALEAN -#include - #include #include @@ -17,7 +13,7 @@ class Base_Hook protected: std::vector> _hooked_funcs; - HMODULE _dll; + void* _library; bool _hooked; Base_Hook(const Base_Hook&) = delete; diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 3897902..21fae0b 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -166,7 +166,7 @@ DX10_Hook::DX10_Hook(): pDevice(nullptr), mainRenderTargetView(nullptr) { - _dll = GetModuleHandle(DLL_NAME); + _library = LoadLibrary(DLL_NAME); // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX10 will be used to render the overlay. @@ -185,8 +185,9 @@ DX10_Hook::~DX10_Hook() { PRINT_DEBUG("DX10 Hook removed\n"); - if (_hooked) - resetRenderState(); + resetRenderState(); + + FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 2bde2c0..f7b1ef5 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -184,7 +184,7 @@ DX11_Hook::DX11_Hook(): pContext(nullptr), mainRenderTargetView(nullptr) { - _dll = GetModuleHandle(DLL_NAME); + _library = LoadLibrary(DLL_NAME); // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX11 will be used to render the overlay. @@ -203,8 +203,9 @@ DX11_Hook::~DX11_Hook() { PRINT_DEBUG("DX11 Hook removed\n"); - if (_hooked) - resetRenderState(); + resetRenderState(); + + FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 6f3951a..0696994 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -137,7 +137,7 @@ DX12_Hook::DX12_Hook(): pCmdList(nullptr), pDescriptorHeap(nullptr) { - _dll = GetModuleHandle(DLL_NAME); + _library = GetModuleHandle(DLL_NAME); PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); @@ -156,8 +156,9 @@ DX12_Hook::~DX12_Hook() { PRINT_DEBUG("DX12 Hook removed\n"); - if (_hooked) - resetRenderState(); + resetRenderState(); + + FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 26285c3..a79771d 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -20,7 +20,7 @@ bool DX9_Hook::start_hook() IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(reinterpret_cast(_library), "Direct3DCreate9Ex"); Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); @@ -171,7 +171,7 @@ DX9_Hook::DX9_Hook(): PresentEx(nullptr), Reset(nullptr) { - _dll = GetModuleHandle(DLL_NAME); + _library = LoadLibrary(DLL_NAME); // Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called. // If its called, then DX9 will be used to render the overlay. //Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); @@ -189,7 +189,8 @@ DX9_Hook::~DX9_Hook() { PRINT_DEBUG("DX9 Hook removed\n"); - if (_hooked) + //resetRenderState(); + if (initialized) { //ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release()) // maybe because D3D is already shut down when we try to free the device? @@ -198,6 +199,8 @@ DX9_Hook::~DX9_Hook() ImGui::DestroyContext(); } + FreeLibrary(reinterpret_cast(_library)); + _inst = nullptr; } diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index c326ab2..868e99a 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -115,7 +115,7 @@ OpenGL_Hook::OpenGL_Hook(): initialized(false), wglSwapBuffers(nullptr) { - _dll = GetModuleHandle(DLL_NAME); + _library = LoadLibrary(DLL_NAME); // Hook to wglMakeCurrent so we know when it gets called. // If its called, then OpenGL will be used to render the overlay. //wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); @@ -132,12 +132,9 @@ OpenGL_Hook::~OpenGL_Hook() { PRINT_DEBUG("OpenGL Hook removed\n"); - if (_hooked) - { - ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - } + resetRenderState(); + + FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } From 5b0306dcccbfc3d60b5b9116c568004225247866 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 18 Aug 2019 16:22:07 +0200 Subject: [PATCH 069/152] Moved window hooks to its own class Every class has a job. Overlay is to show an overlay not to hook windows functions. Hook_Manager's job is to manage hooks and should not contain a reference to the overlay. (It should not contains any reference to directX or OpenGL either but I'll see that later... Maybe) This makes the overlay code much cleaner and "could" be used in Linux as well. --- overlay_experimental/DX10_Hook.cpp | 22 ++-- overlay_experimental/DX11_Hook.cpp | 22 ++-- overlay_experimental/DX12_Hook.cpp | 13 ++- overlay_experimental/DX9_Hook.cpp | 22 ++-- overlay_experimental/Hook_Manager.cpp | 27 ++--- overlay_experimental/Hook_Manager.h | 12 +- overlay_experimental/OpenGL_Hook.cpp | 24 ++-- overlay_experimental/Windows_Hook.cpp | 155 +++++++++++++++++++++++++ overlay_experimental/Windows_Hook.h | 46 ++++++++ overlay_experimental/steam_overlay.cpp | 124 +++----------------- overlay_experimental/steam_overlay.h | 15 +-- 11 files changed, 281 insertions(+), 201 deletions(-) create mode 100644 overlay_experimental/Windows_Hook.cpp create mode 100644 overlay_experimental/Windows_Hook.h diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 21fae0b..02d2128 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -1,12 +1,11 @@ -#include "../dll/base.h" +#include "DX10_Hook.h" +#include "Windows_Hook.h" +#include "Hook_Manager.h" +#include "../dll/dll.h" #ifndef NO_OVERLAY -#include "DX10_Hook.h" -#include "Hook_Manager.h" - #include -#include #include DX10_Hook* DX10_Hook::_inst = nullptr; @@ -21,7 +20,7 @@ bool DX10_Hook::start_hook() ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = - (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); + (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(reinterpret_cast(_library), "D3D10CreateDeviceAndSwapChain"); SwapChainDesc.BufferCount = 1; SwapChainDesc.BufferDesc.Width = 1; SwapChainDesc.BufferDesc.Height = 1; @@ -50,6 +49,9 @@ bool DX10_Hook::start_hook() std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) ); EndHook(); + + if (Windows_Hook::Inst().start_hook()) + get_steam_client()->steam_overlay->HookReady(); } else { @@ -69,7 +71,7 @@ void DX10_Hook::resetRenderState() mainRenderTargetView->Release(); ImGui_ImplDX10_Shutdown(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -97,19 +99,17 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); - ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX10_Init(pDevice); - Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); initialized = true; } ImGui_ImplDX10_NewFrame(); - ImGui_ImplWin32_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); ImGui::NewFrame(); - Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); ImGui::EndFrame(); diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index f7b1ef5..cb18260 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -1,12 +1,11 @@ -#include "../dll/base.h" +#include "DX11_Hook.h" +#include "Windows_Hook.h" +#include "Hook_Manager.h" +#include "../dll/dll.h" #ifndef NO_OVERLAY -#include "DX11_Hook.h" -#include "Hook_Manager.h" - #include -#include #include DX11_Hook* DX11_Hook::_inst = nullptr; @@ -31,7 +30,7 @@ bool DX11_Hook::start_hook() ID3D11Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = - (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); + (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(reinterpret_cast(_library), "D3D11CreateDeviceAndSwapChain"); SwapChainDesc.BufferCount = 1; SwapChainDesc.BufferDesc.Width = 1; SwapChainDesc.BufferDesc.Height = 1; @@ -60,6 +59,9 @@ bool DX11_Hook::start_hook() std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) ); EndHook(); + + if (Windows_Hook::Inst().start_hook()) + get_steam_client()->steam_overlay->HookReady(); } else { @@ -81,7 +83,7 @@ void DX11_Hook::resetRenderState() pContext->Release(); ImGui_ImplDX11_Shutdown(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -110,19 +112,17 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); - ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX11_Init(pDevice, pContext); - Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); initialized = true; } ImGui_ImplDX11_NewFrame(); - ImGui_ImplWin32_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); ImGui::NewFrame(); - Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); ImGui::EndFrame(); diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 0696994..2e4790e 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -1,12 +1,11 @@ -#include "../dll/base.h" +#include "DX12_Hook.h" +#include "Windows_Hook.h" +#include "Hook_Manager.h" +#include "../dll/dll.h" #ifndef NO_OVERLAY -#include "DX12_Hook.h" -#include "Hook_Manager.h" - #include -#include #include DX12_Hook* DX12_Hook::_inst = nullptr; @@ -30,7 +29,7 @@ void DX12_Hook::resetRenderState() pDescriptorHeap->Release(); ImGui_ImplDX12_Shutdown(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -40,6 +39,7 @@ void DX12_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { + /* DXGI_SWAP_CHAIN_DESC desc; pSwapChain->GetDesc(&desc); @@ -93,6 +93,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL); pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); + */ } ///////////////////////////////////////////////////////////////////////////////////// diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index a79771d..0d9231f 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -1,11 +1,11 @@ #include "DX9_Hook.h" +#include "Windows_Hook.h" +#include "Hook_Manager.h" +#include "../dll/dll.h" #ifndef NO_OVERLAY -#include "Hook_Manager.h" - #include -#include #include #include "steam_overlay.h" @@ -46,6 +46,9 @@ bool DX9_Hook::start_hook() //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) ); EndHook(); + + if (Windows_Hook::Inst().start_hook()) + get_steam_client()->steam_overlay->HookReady(); } else { @@ -65,7 +68,7 @@ void DX9_Hook::resetRenderState() { initialized = false; ImGui_ImplDX9_Shutdown(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); } } @@ -83,7 +86,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) pDevice->GetCreationParameters(¶m); // Workaround to detect if we changed window. - if (param.hFocusWindow != Hook_Manager::Inst().GetOverlay()->GetGameHwnd()) + if (param.hFocusWindow != Windows_Hook::Inst().GetGameHwnd()) resetRenderState(); if (!initialized) @@ -92,19 +95,16 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - ImGui_ImplWin32_Init(param.hFocusWindow); ImGui_ImplDX9_Init(pDevice); - Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow); - initialized = true; } ImGui_ImplDX9_NewFrame(); - ImGui_ImplWin32_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(param.hFocusWindow); ImGui::NewFrame(); - Hook_Manager::Inst().CallOverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight); + get_steam_client()->steam_overlay->OverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight); ImGui::EndFrame(); @@ -195,7 +195,7 @@ DX9_Hook::~DX9_Hook() //ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release()) // maybe because D3D is already shut down when we try to free the device? ImGui_ImplDX9_InvalidateDeviceObjects(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); } diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index bf23852..a12e06f 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -39,7 +39,7 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -57,7 +57,7 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -72,7 +72,7 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -93,7 +93,7 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -110,7 +110,7 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, C { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -127,7 +127,7 @@ BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -391,16 +391,6 @@ void Hook_Manager::HookLoadLibrary() } } -void Hook_Manager::ChangeGameWindow(HWND hWnd) const -{ - overlay->HookReady(hWnd); -} - -void Hook_Manager::CallOverlayProc(int width, int height) const -{ - overlay->OverlayProc(width, height); -} - #endif void Hook_Manager::UnHookAllRendererDetector() @@ -422,8 +412,6 @@ void Hook_Manager::UnHookAllRendererDetector() Hook_Manager::Hook_Manager(): #ifdef STEAM_WIN32 - _game_hwnd(nullptr), - _game_wndproc(nullptr), _loadlibrary_hooked(false), _dxgi_hooked(false), _dx9_hooked(false), @@ -444,9 +432,8 @@ Hook_Manager& Hook_Manager::Inst() return hook; } -void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) +void Hook_Manager::HookRenderer() { - overlay = ovlay; #ifdef STEAM_WIN32 HookLoadLibrary(); std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index a55188a..7f634e7 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -46,8 +46,6 @@ protected: void HookLoadLibrary(); #if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) - WNDPROC _game_wndproc; // The game main window proc - HWND _game_hwnd; // The game main window bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ? bool _dx9_hooked; // DX9 Present and PresentEx Hooked ? bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12) @@ -82,11 +80,6 @@ protected: // If this is called, then OpenGL 3 will be used to render overlay static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); -public: - void ChangeGameWindow(HWND hWnd) const; - -protected: - #elif defined(__linux__) #endif @@ -94,15 +87,12 @@ protected: public: static Hook_Manager& Inst(); - void HookRenderer(Steam_Overlay *overlay); + void HookRenderer(); // Set the found hook and free all other hooks void FoundRenderer(Base_Hook *hook); inline void AddHook(Base_Hook* hook) { _hooks.push_back(hook); } - - void CallOverlayProc(int width, int height) const; - Steam_Overlay* GetOverlay() const { return overlay; } }; #endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 868e99a..ffea7a2 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -1,12 +1,11 @@ -#include "../dll/base.h" +#include "OpenGL_Hook.h" +#include "Windows_Hook.h" +#include "Hook_Manager.h" +#include "../dll/dll.h" #ifndef NO_OVERLAY -#include "OpenGL_Hook.h" -#include "Hook_Manager.h" - #include -#include #include #include @@ -33,6 +32,9 @@ bool OpenGL_Hook::start_hook() std::make_pair(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers) ); EndHook(); + + if (Windows_Hook::Inst().start_hook()) + get_steam_client()->steam_overlay->HookReady(); } else { @@ -50,7 +52,7 @@ void OpenGL_Hook::resetRenderState() if (initialized) { ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -60,12 +62,13 @@ void OpenGL_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void OpenGL_Hook::prepareForOverlay(HDC hDC) { + HWND hWnd = WindowFromDC(hDC); RECT rect; GetClientRect(hWnd, &rect); - if (hWnd != Hook_Manager::Inst().GetOverlay()->GetGameHwnd()) + if (hWnd != Windows_Hook::Inst().GetGameHwnd()) resetRenderState(); if (!initialized) @@ -74,19 +77,16 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - - ImGui_ImplWin32_Init(hWnd); ImGui_ImplOpenGL3_Init(); - Hook_Manager::Inst().ChangeGameWindow(hWnd); initialized = true; } ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplWin32_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(hWnd); ImGui::NewFrame(); - Hook_Manager::Inst().CallOverlayProc(rect.right, rect.bottom); + get_steam_client()->steam_overlay->OverlayProc(rect.right, rect.bottom); ImGui::EndFrame(); diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp new file mode 100644 index 0000000..2f70036 --- /dev/null +++ b/overlay_experimental/Windows_Hook.cpp @@ -0,0 +1,155 @@ +#include "Windows_Hook.h" + +#include +#include + +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +#include "../dll/dll.h" + +bool Windows_Hook::start_hook() +{ + if (!_hooked) + { + GetRawInputBuffer = ::GetRawInputBuffer; + GetRawInputData = ::GetRawInputData; + + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer), + std::make_pair(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData) + ); + EndHook(); + + _hooked = true; + } + return true; +} + +void Windows_Hook::resetRenderState() +{ + if (initialized) + { + initialized = false; + SetWindowLongPtr(_game_hwnd, GWLP_WNDPROC, (LONG_PTR)_game_wndproc); + _game_hwnd = nullptr; + _game_wndproc = nullptr; + ImGui_ImplWin32_Shutdown(); + } +} + +void Windows_Hook::prepareForOverlay(HWND hWnd) +{ + if (!initialized) + { + ImGui_ImplWin32_Init(hWnd); + + _game_hwnd = hWnd; + _game_wndproc = (WNDPROC)SetWindowLongPtr(hWnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc); + + initialized = true; + } + + ImGui_ImplWin32_NewFrame(); +} + +HWND Windows_Hook::GetGameHwnd() const +{ + return _game_hwnd; +} + +WNDPROC Windows_Hook::GetGameWndProc() const +{ + return _game_wndproc; +} + +///////////////////////////////////////////////////////////////////////////////////// +// Windows window hooks +bool IgnoreMsg(UINT uMsg) +{ + switch (uMsg) + { + // Mouse Events + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE: + // Keyboard Events + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR: + case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR: + // Raw Input Events + case WM_INPUT: + return true; + } + return false; +} + +LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + Steam_Overlay* overlay = get_steam_client()->steam_overlay; + // Is the event is a key press + if (uMsg == WM_KEYDOWN) + { + // Tab is pressed and was not pressed before + if (wParam == VK_TAB && !(lParam & (1 << 30))) + { + // If Left Shift is pressed + if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) + overlay->ShowOverlay(!overlay->ShowOverlay()); + } + } + + if (overlay->ShowOverlay()) + { + ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); + if (IgnoreMsg(uMsg)) + return 0; + } + + // Call the overlay window procedure + return CallWindowProc(Windows_Hook::Inst()._game_wndproc, hWnd, uMsg, wParam, lParam); +} + +UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) +{ + if (!get_steam_client()->steam_overlay->ShowOverlay()) + return Windows_Hook::Inst().GetRawInputBuffer(pData, pcbSize, cbSizeHeader); + + return -1; +} + +UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) +{ + if (!get_steam_client()->steam_overlay->ShowOverlay()) + return Windows_Hook::Inst().GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + + return -1; +} +///////////////////////////////////////////////////////////////////////////////////// + +Windows_Hook::Windows_Hook() : + initialized(false), + _game_hwnd(nullptr), + _game_wndproc(nullptr), + GetRawInputBuffer(nullptr), + GetRawInputData(nullptr) +{ + +} + +Windows_Hook::~Windows_Hook() +{ + PRINT_DEBUG("Windows Hook removed\n"); + + resetRenderState(); +} + +Windows_Hook& Windows_Hook::Inst() +{ + static Windows_Hook _inst; + return _inst; +} \ No newline at end of file diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h new file mode 100644 index 0000000..9b2c80f --- /dev/null +++ b/overlay_experimental/Windows_Hook.h @@ -0,0 +1,46 @@ +#ifndef __INCLUDED_WINDOWS_HOOK_H__ +#define __INCLUDED_WINDOWS_HOOK_H__ + +#include "Base_Hook.h" +#ifndef NO_OVERLAY + +#define WIN32_LEAN_AND_MEAN +#define VC_EXTRALEAN +#include + +class Windows_Hook : public Base_Hook +{ +public: + //static constexpr const char* DLL_NAME = "user32.dll"; + +private: + // Variables + bool initialized; + HWND _game_hwnd; + WNDPROC _game_wndproc; + + // Functions + Windows_Hook(); + virtual ~Windows_Hook(); + + // Hook to Windows window messages + decltype(GetRawInputBuffer)* GetRawInputBuffer; + decltype(GetRawInputData)* GetRawInputData; + + static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader); + static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); + +public: + bool start_hook(); + void resetRenderState(); + void prepareForOverlay(HWND); + + HWND GetGameHwnd() const; + WNDPROC GetGameWndProc() const; + + static Windows_Hook& Inst(); +}; + +#endif//NO_OVERLAY +#endif//__INCLUDED_WINDOWS_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 8a69180..62c144e 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -7,69 +7,17 @@ #include #include #include -#include #include "../dll/dll.h" +#include "Hook_Manager.h" +#include "Windows_Hook.h" + // Look here for info on how to hook on linux // https://github.com/AimTuxOfficial/AimTux/ #include "notification.h" -static decltype(GetRawInputBuffer)* _GetRawInputBuffer = GetRawInputBuffer; -static decltype(GetRawInputData)* _GetRawInputData = GetRawInputData; - -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); - -bool Steam_Overlay::IgnoreMsg(UINT uMsg) -{ - switch (uMsg) - { - // Mouse Events - case WM_MOUSEMOVE: - case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: - case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE: - // Keyboard Events - case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR: - case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR: - // Raw Input Events - case WM_INPUT: - return true; - } - return false; -} - -LRESULT CALLBACK Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - // Is the event is a key press - if (uMsg == WM_KEYDOWN) - { - // Tab is pressed and was not pressed before - if (wParam == VK_TAB && !(lParam & (1 << 30))) - { - // If Left Shift is pressed - if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) - _this->ShowOverlay(!_this->show_overlay); - } - } - - if (_this->show_overlay) - { - ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); - if (_this->IgnoreMsg(uMsg)) - return 0; - } - - // Call the overlay window procedure - return CallWindowProc(_this->game_hwnd_proc, hWnd, uMsg, wParam, lParam); -} - void Steam_Overlay::steam_overlay_run_every_runcb(void* object) { Steam_Overlay* _this = reinterpret_cast(object); @@ -88,8 +36,6 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu callbacks(callbacks), run_every_runcb(run_every_runcb), network(network), - game_hwnd(NULL), - game_hwnd_proc(nullptr), show_overlay(false), is_ready(false), notif_position(ENotificationPosition::k_EPositionBottomLeft), @@ -106,11 +52,6 @@ Steam_Overlay::~Steam_Overlay() run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this); } -HWND Steam_Overlay::GetGameHwnd() const -{ - return game_hwnd; -} - bool Steam_Overlay::Ready() const { return is_ready; @@ -134,55 +75,20 @@ void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInse void Steam_Overlay::SetupOverlay() { - Hook_Manager::Inst().HookRenderer(this); + Hook_Manager::Inst().HookRenderer(); } -UINT WINAPI Steam_Overlay::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) +void Steam_Overlay::HookReady() { - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if( !_this->show_overlay ) - return _GetRawInputBuffer(pData, pcbSize, cbSizeHeader); - - return -1; -} - -UINT WINAPI Steam_Overlay::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) -{ - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if (!_this->show_overlay) - return _GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); - - return -1; -} - -void Steam_Overlay::HookReady(void* hWnd) -{ - if (game_hwnd != hWnd) + if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. { - if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. - { - window_hooks.BeginHook(); - - window_hooks.HookFuncs(std::make_pair(&(PVOID&)_GetRawInputBuffer, &MyGetRawInputBuffer), - std::make_pair(&(PVOID&)_GetRawInputData, &MyGetRawInputData) - ); - - window_hooks.EndHook(); + // TODO: Uncomment this and draw our own cursor (cosmetics) + //ImGuiIO &io = ImGui::GetIO(); + //io.WantSetMousePos = false; + //io.MouseDrawCursor = false; + //io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange; - // TODO: Uncomment this and draw our own cursor (cosmetics) - //ImGuiIO &io = ImGui::GetIO(); - //io.WantSetMousePos = false; - //io.MouseDrawCursor = false; - //io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange; - - is_ready = true; - } - - if (game_hwnd) - SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); - - game_hwnd = (HWND)hWnd; - game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::HookWndProc); + is_ready = true; } } @@ -201,6 +107,11 @@ void Steam_Overlay::OpenOverlay(const char* pchDialog) ShowOverlay(true); } +bool Steam_Overlay::ShowOverlay() const +{ + return show_overlay; +} + void Steam_Overlay::ShowOverlay(bool state) { static RECT old_clip; @@ -211,6 +122,7 @@ void Steam_Overlay::ShowOverlay(bool state) show_overlay = state; if (show_overlay) { + HWND game_hwnd = Windows_Hook::Inst().GetGameHwnd(); RECT cliRect, wndRect, clipRect; GetClipCursor(&old_clip); diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index fde2b9e..c5dee4b 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -2,7 +2,6 @@ #define __INCLUDED_STEAM_OVERLAY_H__ #include "../dll/base.h" -#include "Hook_Manager.h" #include #include @@ -53,11 +52,8 @@ class Steam_Overlay // friend id, show client window (to chat and accept invite maybe) std::map friends; - HWND game_hwnd; - WNDPROC game_hwnd_proc; bool is_ready; bool show_overlay; - Base_Hook window_hooks; ENotificationPosition notif_position; int h_inset, v_inset; @@ -70,12 +66,6 @@ class Steam_Overlay Steam_Overlay& operator=(Steam_Overlay const&) = delete; Steam_Overlay& operator=(Steam_Overlay&&) = delete; - bool IgnoreMsg(UINT uMsg); - - static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader); - static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); - static void steam_overlay_run_every_runcb(void* object); static void steam_overlay_callback(void* object, Common_Message* msg); @@ -95,8 +85,6 @@ public: ~Steam_Overlay(); - HWND GetGameHwnd() const; - bool Ready() const; bool NeedPresent() const; @@ -106,13 +94,14 @@ public: void SetNotificationInset(int nHorizontalInset, int nVerticalInset); void SetupOverlay(); - void HookReady(void* hWnd); + void HookReady(); void OverlayProc(int width, int height); void OpenOverlayInvite(CSteamID lobbyId); void OpenOverlay(const char* pchDialog); + bool ShowOverlay() const; void ShowOverlay(bool state); void SetLobbyInvite(Friend friendId, uint64 lobbyId); From ca0ef4380abb311739ee43e70fbaf38fb7719d14 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 18 Aug 2019 17:12:57 +0200 Subject: [PATCH 070/152] Moved hooks calls and added hook retry With that change, I no longer re-hook rendering functions as Hook_Manager::FoundRenderer removes all hooks and then we hook the true functions in the renderer specialization. Added a retry count. --- overlay_experimental/DX10_Hook.cpp | 11 ++- overlay_experimental/DX11_Hook.cpp | 11 ++- overlay_experimental/DX12_Hook.cpp | 3 + overlay_experimental/DX9_Hook.cpp | 11 ++- overlay_experimental/Hook_Manager.cpp | 134 +++++++++----------------- overlay_experimental/Hook_Manager.h | 3 +- overlay_experimental/OpenGL_Hook.cpp | 14 ++- overlay_experimental/Windows_Hook.h | 2 +- 8 files changed, 83 insertions(+), 106 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 02d2128..e4f3a39 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -14,7 +14,8 @@ bool DX10_Hook::start_hook() { if (!_hooked) { - Hook_Manager::Inst().FoundRenderer(this); + if (!Windows_Hook::Inst().start_hook()) + return false; IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; @@ -37,8 +38,11 @@ bool DX10_Hook::start_hook() if (pDevice != nullptr && pSwapChain != nullptr) { - _hooked = true; PRINT_DEBUG("Hooked DirectX 10\n"); + + _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); + loadFunctions(pDevice, pSwapChain); UnhookAll(); @@ -50,8 +54,7 @@ bool DX10_Hook::start_hook() ); EndHook(); - if (Windows_Hook::Inst().start_hook()) - get_steam_client()->steam_overlay->HookReady(); + get_steam_client()->steam_overlay->HookReady(); } else { diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index cb18260..9c65e16 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -24,7 +24,8 @@ bool DX11_Hook::start_hook() { if (!_hooked) { - Hook_Manager::Inst().FoundRenderer(this); + if (!Windows_Hook::Inst().start_hook()) + return false; IDXGISwapChain* pSwapChain; ID3D11Device* pDevice; @@ -47,8 +48,11 @@ bool DX11_Hook::start_hook() if (pDevice != nullptr && pSwapChain != nullptr) { - _hooked = true; PRINT_DEBUG("Hooked DirectX 11\n"); + + _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); + loadFunctions(pDevice, pSwapChain); UnhookAll(); @@ -60,8 +64,7 @@ bool DX11_Hook::start_hook() ); EndHook(); - if (Windows_Hook::Inst().start_hook()) - get_steam_client()->steam_overlay->HookReady(); + get_steam_client()->steam_overlay->HookReady(); } else { diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 2e4790e..b89cc9f 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -14,6 +14,9 @@ bool DX12_Hook::start_hook() { if (!_hooked) { + //if (!Windows_Hook::Inst().start_hook()) + // return false; + PRINT_DEBUG("Hooked DirectX 12\n"); return false; } diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 0d9231f..1c66282 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -16,7 +16,8 @@ bool DX9_Hook::start_hook() { if (!_hooked) { - Hook_Manager::Inst().FoundRenderer(this); + if (!Windows_Hook::Inst().start_hook()) + return false; IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; @@ -33,8 +34,11 @@ bool DX9_Hook::start_hook() if (pDeviceEx != nullptr) { - _hooked = true; PRINT_DEBUG("Hooked DirectX 9\n"); + + _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); + loadFunctions(pDeviceEx); UnhookAll(); @@ -47,8 +51,7 @@ bool DX9_Hook::start_hook() ); EndHook(); - if (Windows_Hook::Inst().start_hook()) - get_steam_client()->steam_overlay->HookReady(); + get_steam_client()->steam_overlay->HookReady(); } else { diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index a12e06f..2195088 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -29,111 +29,73 @@ decltype(wglMakeCurrent)* _wglMakeCurrent; HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) { - IUnknown *pDevice; - _this->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice); - if (pDevice) + Hook_Manager& inst = Hook_Manager::Inst(); + if (!inst.stop_retry()) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - DX10_Hook* hook = DX10_Hook::Inst(); - if (!hook->start_hook()) - { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); - } - else - { - Hook_Manager::Inst().AddHook(hook); - } - } - else - { - _this->GetDevice(__uuidof(ID3D11Device), (void**)& pDevice); + IUnknown* pDevice; + _this->GetDevice(__uuidof(ID3D10Device), (void**)& pDevice); if (pDevice) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - DX11_Hook* hook = DX11_Hook::Inst(); - if (!hook->start_hook()) - { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); - } - else - { - Hook_Manager::Inst().AddHook(hook); - } + DX10_Hook* hook = DX10_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } else { - _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); - DX12_Hook* hook = DX12_Hook::Inst(); - if (!hook->start_hook()) + _this->GetDevice(__uuidof(ID3D11Device), (void**)& pDevice); + if (pDevice) { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); + DX11_Hook* hook = DX11_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } else { - Hook_Manager::Inst().AddHook(hook); + _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); + DX12_Hook* hook = DX12_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } } + if (pDevice) pDevice->Release(); } - if (pDevice) pDevice->Release(); return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - DX9_Hook* hook = DX9_Hook::Inst(); - if (!hook->start_hook()) + Hook_Manager& inst = Hook_Manager::Inst(); + if (!inst.stop_retry()) { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); - } - else - { - Hook_Manager::Inst().AddHook(hook); + DX9_Hook* hook = DX9_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); } HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - DX9_Hook* hook = DX9_Hook::Inst(); - if (!hook->start_hook()) + Hook_Manager& inst = Hook_Manager::Inst(); + if (!inst.stop_retry()) { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); - } - else - { - Hook_Manager::Inst().AddHook(hook); + DX9_Hook* hook = DX9_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); } BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - OpenGL_Hook* hook = OpenGL_Hook::Inst(); - if (!hook->start_hook()) + Hook_Manager& inst = Hook_Manager::Inst(); + if (!inst.stop_retry()) { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); + OpenGL_Hook* hook = OpenGL_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } - else - { - Hook_Manager::Inst().AddHook(hook); - } - return _wglMakeCurrent(hDC, hGLRC); } @@ -369,6 +331,20 @@ HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFil return res; } +bool Hook_Manager::stop_retry() +{ + // Retry 200 times, we look for rendering functions so its actually: "retry for 200 frames" + bool stop = ++_hook_retries >= 200; + + if (stop) + { + PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); + FoundRenderer(nullptr); + } + + return stop; +} + void Hook_Manager::HookLoadLibrary() { if (!_renderer_found && !_loadlibrary_hooked) @@ -393,24 +369,8 @@ void Hook_Manager::HookLoadLibrary() #endif -void Hook_Manager::UnHookAllRendererDetector() -{ - auto it = std::find(_hooks.begin(), _hooks.end(), rendererdetect_hook); - if (it != _hooks.end()) - { - _hooks.erase(it); - delete rendererdetect_hook; - rendererdetect_hook = nullptr; - } - _loadlibrary_hooked = false; - _ogl_hooked = false; - -#ifdef STEAM_WIN32 - _dxgi_hooked = _dx9_hooked = false; -#endif -} - Hook_Manager::Hook_Manager(): + _hook_retries(0), #ifdef STEAM_WIN32 _loadlibrary_hooked(false), _dxgi_hooked(false), diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 7f634e7..6ba20a0 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -31,6 +31,7 @@ protected: // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? std::vector _hooks; + unsigned int _hook_retries; bool _renderer_found; // Is the renderer hooked ? bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) Base_Hook* rendererdetect_hook; @@ -39,10 +40,10 @@ protected: Hook_Manager(); virtual ~Hook_Manager(); - void UnHookAllRendererDetector(); // Setup opengl device void hook_opengl(); + bool stop_retry(); void HookLoadLibrary(); #if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index ffea7a2..ef707c0 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -18,14 +18,20 @@ bool OpenGL_Hook::start_hook() { if (!_hooked) { - Hook_Manager::Inst().FoundRenderer(this); + if (!Windows_Hook::Inst().start_hook()) + return false; GLenum err = glewInit(); if (err == GLEW_OK) { - _hooked = true; PRINT_DEBUG("Hooked OpenGL\n"); + + _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); + + wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(reinterpret_cast(_library), "wglSwapBuffers"); + UnhookAll(); BeginHook(); HookFuncs( @@ -33,8 +39,7 @@ bool OpenGL_Hook::start_hook() ); EndHook(); - if (Windows_Hook::Inst().start_hook()) - get_steam_client()->steam_overlay->HookReady(); + get_steam_client()->steam_overlay->HookReady(); } else { @@ -62,7 +67,6 @@ void OpenGL_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void OpenGL_Hook::prepareForOverlay(HDC hDC) { - HWND hWnd = WindowFromDC(hDC); RECT rect; diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h index 9b2c80f..32b4350 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/Windows_Hook.h @@ -11,7 +11,7 @@ class Windows_Hook : public Base_Hook { public: - //static constexpr const char* DLL_NAME = "user32.dll"; + static constexpr const char* DLL_NAME = "user32.dll"; private: // Variables From 3c83e08d34ea0113a3a620a97459a288d0930401 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 18 Aug 2019 17:49:47 +0200 Subject: [PATCH 071/152] Fix the last frame before not showing overlay The last frame was sending inputs to the game window, making the game receive a . --- overlay_experimental/Windows_Hook.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 2f70036..34194d7 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -91,6 +91,7 @@ bool IgnoreMsg(UINT uMsg) LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Steam_Overlay* overlay = get_steam_client()->steam_overlay; + bool show = overlay->ShowOverlay(); // Is the event is a key press if (uMsg == WM_KEYDOWN) { @@ -99,11 +100,15 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, { // If Left Shift is pressed if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) + { overlay->ShowOverlay(!overlay->ShowOverlay()); + if (overlay->ShowOverlay()) + show = true; + } } } - if (overlay->ShowOverlay()) + if (show) { ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); if (IgnoreMsg(uMsg)) From 5893b69d1fcf3196aea7a795fddcee553ae7880d Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 19 Aug 2019 18:56:15 +0200 Subject: [PATCH 072/152] Partially working DX12 overlay DX12 hook seems ok, there are some bugs remaining. ImGui setup for DX12 doesn't work. --- overlay_experimental/DX12_Hook.cpp | 114 ++++++++++++++++++++----- overlay_experimental/DX12_Hook.h | 1 + overlay_experimental/DirectX_VTables.h | 13 +++ overlay_experimental/Hook_Manager.cpp | 61 +++++++++++-- 4 files changed, 164 insertions(+), 25 deletions(-) diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index b89cc9f..ef1bac1 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -8,17 +8,82 @@ #include #include +#include + DX12_Hook* DX12_Hook::_inst = nullptr; bool DX12_Hook::start_hook() { if (!_hooked) { - //if (!Windows_Hook::Inst().start_hook()) - // return false; + if (!Windows_Hook::Inst().start_hook()) + return false; - PRINT_DEBUG("Hooked DirectX 12\n"); - return false; + IDXGIFactory4* pDXGIFactory = nullptr; + IDXGISwapChain1* pSwapChain = nullptr; + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + ID3D12CommandQueue* pCommandQueue = nullptr; + ID3D12Device* pDevice = nullptr; + decltype(D3D12CreateDevice)* D3D12CreateDevice = + (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); + + D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); + + if (pDevice) + { + DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; + SwapChainDesc.Width = 0; + SwapChainDesc.Height = 0; + SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.Stereo = FALSE; + SwapChainDesc.SampleDesc = { 1, 0 }; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.BufferCount = 3; + SwapChainDesc.Scaling = DXGI_SCALING_STRETCH; + SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); + + if (pCommandQueue) + { + reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain); + + if (pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked DirectX 12\n"); + + _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); + + loadFunctions(pDevice, pSwapChain); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), + std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers) + ); + EndHook(); + + get_steam_client()->steam_overlay->HookReady(); + } + else + { + PRINT_DEBUG("Failed to hook DirectX 12\n"); + return false; + } + } + } + + if (pSwapChain) pSwapChain->Release(); + if (pDXGIFactory) pDXGIFactory->Release(); + if (pCommandQueue) pCommandQueue->Release(); + if (pDevice) pDevice->Release(); } return true; } @@ -42,7 +107,6 @@ void DX12_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { - /* DXGI_SWAP_CHAIN_DESC desc; pSwapChain->GetDesc(&desc); @@ -51,8 +115,9 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {}; ID3D12Device* pDevice; - HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D12Device), (PVOID*)&pDevice); - + if (!SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)))) + return; + d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; d3d12_desc.NumDescriptors = 1; d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; @@ -63,28 +128,40 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) return; } - SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); - D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); - mainRenderTargetDescriptor = rtvHandle; + mainRenderTargetDescriptor = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); - pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)); + if (!SUCCEEDED(pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)))) + { + pDescriptorHeap->Release(); + pDevice->Release(); + return; + } + if (!SUCCEEDED(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)))) + { + + return; + } + + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; - pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)); - - Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); - ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), pDescriptorHeap->GetGPUDescriptorHandleForHeapStart()); + + pCmdAlloc->Release(); + pDescriptorHeap->Release(); + pDevice->Release(); initialized = true; } ImGui_ImplDX12_NewFrame(); - ImGui_ImplWin32_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); ImGui::NewFrame(); - Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); ImGui::EndFrame(); @@ -96,7 +173,6 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL); pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); - */ } ///////////////////////////////////////////////////////////////////////////////////// @@ -141,7 +217,7 @@ DX12_Hook::DX12_Hook(): pCmdList(nullptr), pDescriptorHeap(nullptr) { - _library = GetModuleHandle(DLL_NAME); + _library = LoadLibrary(DLL_NAME); PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index d4e5681..a195f4c 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -5,6 +5,7 @@ #ifndef NO_OVERLAY #include +#include #include "DirectX_VTables.h" class DX12_Hook : public Base_Hook diff --git a/overlay_experimental/DirectX_VTables.h b/overlay_experimental/DirectX_VTables.h index 43cddfb..73a2847 100644 --- a/overlay_experimental/DirectX_VTables.h +++ b/overlay_experimental/DirectX_VTables.h @@ -29,6 +29,19 @@ enum class IDXGISwapChainVTable GetContainingOutput, GetFrameStatistics, GetLastPresentCount, + + // IDXGISwapChain1 + GetDesc1, + GetFullscreenDesc, + GetHwnd, + GetCoreWindow, + Present1, + IsTemporaryMonoSupported, + GetRestrictToOutput, + SetBackgroundColor, + GetBackgroundColor, + SetRotation, + GetRotation, }; enum class ID3D11DeviceVTable diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 2195088..f776df6 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -52,9 +52,12 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* else { _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); - DX12_Hook* hook = DX12_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); + if (pDevice) + { + // DX12_Hook* hook = DX12_Hook::Inst(); + // if (hook->start_hook()) + // inst.AddHook(hook); + } } } if (pDevice) pDevice->Release(); @@ -260,9 +263,55 @@ void Hook_Manager::hook_dx12() { if (!_dxgi_hooked && !_renderer_found) { - DX12_Hook* hook = DX12_Hook::Inst(); - hook->start_hook(); // TODO: Prints to error log about DX12 Implementation status - delete static_cast(hook); + IDXGIFactory4* pDXGIFactory = nullptr; + IDXGISwapChain1* pSwapChain = nullptr; + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + ID3D12CommandQueue* pCommandQueue = nullptr; + ID3D12Device* pDevice = nullptr; + decltype(D3D12CreateDevice)* D3D12CreateDevice = + (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); + + D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); + + if (pDevice) + { + DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; + SwapChainDesc.Width = 0; + SwapChainDesc.Height = 0; + SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.Stereo = FALSE; + SwapChainDesc.SampleDesc = { 1, 0 }; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.BufferCount = 3; + SwapChainDesc.Scaling = DXGI_SCALING_STRETCH; + SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); + + if (pCommandQueue) + { + reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain); + if (pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; + HookDXGIPresent(); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + } + } + + if (pSwapChain) pSwapChain->Release(); + if (pDXGIFactory) pDXGIFactory->Release(); + if (pCommandQueue) pCommandQueue->Release(); + if (pDevice) pDevice->Release(); } } From c99628a88a9293e4b9fae0fbf6c3a339abb3f6a0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 19 Aug 2019 18:57:55 +0200 Subject: [PATCH 073/152] Added hook retry. Handed hook detection to a thread that can then retry. With that, don't need to wait for loadLibrary. Will remove all those commented functions in another version. --- overlay_experimental/Hook_Manager.cpp | 161 ++++++++++++-------------- overlay_experimental/Hook_Manager.h | 18 +-- 2 files changed, 85 insertions(+), 94 deletions(-) diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index f776df6..170b7dc 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -17,23 +17,18 @@ #include #ifdef STEAM_WIN32 -decltype(LoadLibraryA )* _LoadLibraryA = LoadLibraryA; -decltype(LoadLibraryW )* _LoadLibraryW = LoadLibraryW; -decltype(LoadLibraryExA )* _LoadLibraryExA = LoadLibraryExA; -decltype(LoadLibraryExW )* _LoadLibraryExW = LoadLibraryExW; - -decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present; -decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present; -decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx; -decltype(wglMakeCurrent)* _wglMakeCurrent; +static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present; +static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present; +static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx; +static decltype(wglMakeCurrent)* _wglMakeCurrent; HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) { Hook_Manager& inst = Hook_Manager::Inst(); if (!inst.stop_retry()) { - IUnknown* pDevice; - _this->GetDevice(__uuidof(ID3D10Device), (void**)& pDevice); + IUnknown* pDevice = nullptr; + _this->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice); if (pDevice) { DX10_Hook* hook = DX10_Hook::Inst(); @@ -324,7 +319,7 @@ void Hook_Manager::hook_opengl() } } -void Hook_Manager::create_hookA(const char* libname) +void Hook_Manager::create_hook(const char* libname) { if (!_stricmp(libname, "d3d9.dll")) Hook_Manager::Inst().hook_dx9(); @@ -338,47 +333,47 @@ void Hook_Manager::create_hookA(const char* libname) Hook_Manager::Inst().hook_opengl(); } -void Hook_Manager::create_hookW(const wchar_t *libname) -{ - if (!_wcsicmp(libname, L"d3d9.dll")) - Hook_Manager::Inst().hook_dx9(); - else if (!_wcsicmp(libname, L"d3d10.dll")) - Hook_Manager::Inst().hook_dx10(); - else if (!_wcsicmp(libname, L"d3d11.dll")) - Hook_Manager::Inst().hook_dx11(); - else if (!_wcsicmp(libname, L"d3d12.dll")) - Hook_Manager::Inst().hook_dx12(); - else if (!_wcsicmp(libname, L"opengl32.dll")) - Hook_Manager::Inst().hook_opengl(); -} - -HMODULE WINAPI Hook_Manager::MyLoadLibraryA(LPCTSTR lpLibFileName) -{ - auto res = _LoadLibraryA(lpLibFileName); - Hook_Manager::Inst().create_hookA(lpLibFileName); - return res; -} - -HMODULE WINAPI Hook_Manager::MyLoadLibraryW(LPCWSTR lpLibFileName) -{ - auto res = _LoadLibraryW(lpLibFileName); - Hook_Manager::Inst().create_hookW(lpLibFileName); - return res; -} - -HMODULE WINAPI Hook_Manager::MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) -{ - auto res = _LoadLibraryA(lpLibFileName); - Hook_Manager::Inst().create_hookA(lpLibFileName); - return res; -} - -HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) -{ - auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags); - Hook_Manager::Inst().create_hookW(lpLibFileName); - return res; -} +//void Hook_Manager::create_hookW(const wchar_t *libname) +//{ +// if (!_wcsicmp(libname, L"d3d9.dll")) +// Hook_Manager::Inst().hook_dx9(); +// else if (!_wcsicmp(libname, L"d3d10.dll")) +// Hook_Manager::Inst().hook_dx10(); +// else if (!_wcsicmp(libname, L"d3d11.dll")) +// Hook_Manager::Inst().hook_dx11(); +// else if (!_wcsicmp(libname, L"d3d12.dll")) +// Hook_Manager::Inst().hook_dx12(); +// else if (!_wcsicmp(libname, L"opengl32.dll")) +// Hook_Manager::Inst().hook_opengl(); +//} +// +//HMODULE WINAPI Hook_Manager::MyLoadLibraryA(LPCTSTR lpLibFileName) +//{ +// auto res = _LoadLibraryA(lpLibFileName); +// Hook_Manager::Inst().create_hookA(lpLibFileName); +// return res; +//} +// +//HMODULE WINAPI Hook_Manager::MyLoadLibraryW(LPCWSTR lpLibFileName) +//{ +// auto res = _LoadLibraryW(lpLibFileName); +// Hook_Manager::Inst().create_hookW(lpLibFileName); +// return res; +//} +// +//HMODULE WINAPI Hook_Manager::MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +//{ +// auto res = _LoadLibraryA(lpLibFileName); +// Hook_Manager::Inst().create_hookA(lpLibFileName); +// return res; +//} +// +//HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +//{ +// auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags); +// Hook_Manager::Inst().create_hookW(lpLibFileName); +// return res; +//} bool Hook_Manager::stop_retry() { @@ -394,25 +389,33 @@ bool Hook_Manager::stop_retry() return stop; } -void Hook_Manager::HookLoadLibrary() +void Hook_Manager::find_renderer(Hook_Manager* _this) { - if (!_renderer_found && !_loadlibrary_hooked) + _this->rendererdetect_hook = new Base_Hook(); + _this->AddHook(_this->rendererdetect_hook); + + std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; + + while (!_this->_renderer_found && !_this->stop_retry()) { - _loadlibrary_hooked = true; + std::vector::const_iterator it = libraries.begin(); + while (it != libraries.end()) + { + it = std::find_if(it, libraries.end(), [](std::string const& name) { + auto x = GetModuleHandle(name.c_str()); + if (x != NULL) + return true; + return false; + }); - rendererdetect_hook = new Base_Hook(); - AddHook(rendererdetect_hook); + if (it == libraries.end()) + break; - rendererdetect_hook->BeginHook(); + _this->create_hook(it->c_str()); + ++it; + } - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _LoadLibraryA, &Hook_Manager::MyLoadLibraryA), - std::pair((PVOID*)& _LoadLibraryW, &Hook_Manager::MyLoadLibraryW), - std::pair((PVOID*)& _LoadLibraryExA, &Hook_Manager::MyLoadLibraryExA), - std::pair((PVOID*)& _LoadLibraryExW, &Hook_Manager::MyLoadLibraryExW) - ); - - rendererdetect_hook->EndHook(); + std::this_thread::sleep_for(std::chrono::milliseconds(500)); } } @@ -444,24 +447,7 @@ Hook_Manager& Hook_Manager::Inst() void Hook_Manager::HookRenderer() { #ifdef STEAM_WIN32 - HookLoadLibrary(); - std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; - std::vector::const_iterator it = libraries.begin(); - while (it != libraries.end()) - { - it = std::find_if(it, libraries.end(), [](std::string const& name) { - auto x = GetModuleHandle(name.c_str()); - if (x != 0 && x != INVALID_HANDLE_VALUE) - return true; - return false; - }); - - if (it == libraries.end()) - break; - - create_hookA(it->c_str()); - ++it; - } + _hook_thread = new std::thread(&Hook_Manager::find_renderer, this); #endif } @@ -471,6 +457,9 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook) { _renderer_found = true; + _hook_thread->join(); + delete _hook_thread; + // Remove all hooks that are unused _hooks.erase(std::remove_if(_hooks.begin(), _hooks.end(), [&hook](Base_Hook* it_hook) { if (hook != it_hook) @@ -480,8 +469,6 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook) } return false; }), _hooks.end()); - - _loadlibrary_hooked = false; } } diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 6ba20a0..ec0318e 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -6,6 +6,7 @@ #ifndef NO_OVERLAY #include +#include #if defined(_WIN32) || defined(WIN32) #include @@ -31,6 +32,7 @@ protected: // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? std::vector _hooks; + std::thread *_hook_thread; unsigned int _hook_retries; bool _renderer_found; // Is the renderer hooked ? bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) @@ -44,7 +46,7 @@ protected: void hook_opengl(); bool stop_retry(); - void HookLoadLibrary(); + //void HookLoadLibrary(); #if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ? @@ -66,13 +68,15 @@ protected: // Setup DX12 Device and get vtable void hook_dx12(); - void create_hookA(const char* libname); - void create_hookW(const wchar_t* libname); + void create_hook(const char* libname); + //void create_hookW(const wchar_t* libname); - static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName); - static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName); - static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); - static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); + static void find_renderer(Hook_Manager* _this); + + //static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName); + //static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName); + //static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); + //static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); // If this is called, then DX10, DX11 or DX12 will be used to render overlay static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); // If any of theses is called, then DX9 will be used to render overlay From 8757f4a548a8cea690baaffd7becaae27b829563 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 19 Aug 2019 19:51:35 +0200 Subject: [PATCH 074/152] Fixed ressource leaks. --- overlay_experimental/DX10_Hook.cpp | 6 ++++-- overlay_experimental/DX11_Hook.cpp | 6 ++++-- overlay_experimental/DX12_Hook.cpp | 5 ++++- 3 files changed, 12 insertions(+), 5 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index e4f3a39..f02d591 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -89,7 +89,7 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) if (!initialized) { - if (FAILED(pSwapChain->GetDevice(__uuidof(ID3D10Device), (PVOID*)& pDevice))) + if (FAILED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)))) return; ImGui::CreateContext(); @@ -98,12 +98,14 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ID3D10Texture2D* pBackBuffer; - pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)& pBackBuffer); + pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); ImGui_ImplDX10_Init(pDevice); + pDevice->Release(); + initialized = true; } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 9c65e16..3ebfcab 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -12,7 +12,7 @@ DX11_Hook* DX11_Hook::_inst = nullptr; HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext) { - HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D11Device), (PVOID*)ppDevice); + HRESULT ret = pSwapChain->GetDevice(IID_PPV_ARGS(ppDevice)); if (SUCCEEDED(ret)) (*ppDevice)->GetImmediateContext(ppContext); @@ -111,12 +111,14 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ID3D11Texture2D* pBackBuffer; - pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)& pBackBuffer); + pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); ImGui_ImplDX11_Init(pDevice, pContext); + pDevice->Release(); + initialized = true; } diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index ef1bac1..a97ff05 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -138,7 +138,9 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) } if (!SUCCEEDED(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)))) { - + pCmdAlloc->Release(); + pDescriptorHeap->Release(); + pDevice->Release(); return; } @@ -150,6 +152,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), pDescriptorHeap->GetGPUDescriptorHandleForHeapStart()); + pCmdList->Release(); pCmdAlloc->Release(); pDescriptorHeap->Release(); pDevice->Release(); From dc7480c633e9462852a76b2743f80dfc31f81046 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 20 Aug 2019 08:27:50 +0200 Subject: [PATCH 075/152] Better compatibility for dx10 and 11 --- overlay_experimental/Hook_Manager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 170b7dc..cb91789 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -198,7 +198,7 @@ void Hook_Manager::hook_dx10() SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); if (pDevice != nullptr && pSwapChain != nullptr) { @@ -236,7 +236,7 @@ void Hook_Manager::hook_dx11() SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); if (pDevice != nullptr && pSwapChain != nullptr) { From 5a0653d080a37c658965a88c65522750c6e04681 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 20 Aug 2019 23:27:17 +0200 Subject: [PATCH 076/152] Refactor dx device creation Find the game's window instead of using the foreground window. --- overlay_experimental/DX10_Hook.cpp | 6 ++++- overlay_experimental/DX11_Hook.cpp | 6 ++++- overlay_experimental/DX12_Hook.cpp | 6 ++++- overlay_experimental/DX9_Hook.cpp | 6 ++++- overlay_experimental/Hook_Manager.cpp | 37 +++++++++++++++++++++------ overlay_experimental/Windows_Hook.cpp | 20 +++++++++++++++ overlay_experimental/Windows_Hook.h | 2 ++ 7 files changed, 71 insertions(+), 12 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index f02d591..8ce5dfe 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -17,6 +17,10 @@ bool DX10_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; + HWND hWnd = GetGameWindow(); + if (!hWnd) + return false; + IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; @@ -29,7 +33,7 @@ bool DX10_Hook::start_hook() SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.OutputWindow = hWnd; SwapChainDesc.SampleDesc.Count = 1; SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 3ebfcab..e225b07 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -27,6 +27,10 @@ bool DX11_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; + HWND hWnd = GetGameWindow(); + if (!hWnd) + return false; + IDXGISwapChain* pSwapChain; ID3D11Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; @@ -39,7 +43,7 @@ bool DX11_Hook::start_hook() SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.OutputWindow = hWnd; SwapChainDesc.SampleDesc.Count = 1; SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index a97ff05..bd1aa1e 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -19,6 +19,10 @@ bool DX12_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; + HWND hWnd = GetGameWindow(); + if (!hWnd) + return false; + IDXGIFactory4* pDXGIFactory = nullptr; IDXGISwapChain1* pSwapChain = nullptr; D3D12_COMMAND_QUEUE_DESC queueDesc = {}; @@ -50,7 +54,7 @@ bool DX12_Hook::start_hook() if (pCommandQueue) { reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain); + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); if (pSwapChain != nullptr) { diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 1c66282..bbd5611 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -19,6 +19,10 @@ bool DX9_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; + HWND hWnd = GetGameWindow(); + if (!hWnd) + return false; + IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(reinterpret_cast(_library), "Direct3DCreate9Ex"); @@ -28,7 +32,7 @@ bool DX9_Hook::start_hook() D3DPRESENT_PARAMETERS params = {}; params.BackBufferWidth = 1; params.BackBufferHeight = 1; - params.hDeviceWindow = GetForegroundWindow(); + params.hDeviceWindow = hWnd; pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index cb91789..6398e74 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -10,12 +10,15 @@ #include "DX11_Hook.h" #include "DX10_Hook.h" #include "DX9_Hook.h" +#include "Windows_Hook.h" #endif #include "OpenGL_Hook.h" #include +constexpr int max_hook_retries = 500; + #ifdef STEAM_WIN32 static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present; static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present; @@ -147,6 +150,10 @@ void Hook_Manager::hook_dx9() { if (!_dx9_hooked && !_renderer_found) { + HWND hWnd = GetGameWindow(); + if (!hWnd) + return; + IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex"); @@ -156,7 +163,7 @@ void Hook_Manager::hook_dx9() D3DPRESENT_PARAMETERS params = {}; params.BackBufferWidth = 1; params.BackBufferHeight = 1; - params.hDeviceWindow = GetForegroundWindow(); + params.hDeviceWindow = hWnd; pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); @@ -181,6 +188,10 @@ void Hook_Manager::hook_dx10() { if (!_dxgi_hooked && !_renderer_found) { + HWND hWnd = GetGameWindow(); + if (!hWnd) + return; + IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; @@ -193,7 +204,7 @@ void Hook_Manager::hook_dx10() SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.OutputWindow = hWnd; SwapChainDesc.SampleDesc.Count = 1; SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; @@ -219,6 +230,10 @@ void Hook_Manager::hook_dx11() { if (!_dxgi_hooked && !_renderer_found) { + HWND hWnd = GetGameWindow(); + if (!hWnd) + return; + IDXGISwapChain* pSwapChain; ID3D11Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; @@ -231,7 +246,7 @@ void Hook_Manager::hook_dx11() SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.OutputWindow = hWnd; SwapChainDesc.SampleDesc.Count = 1; SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; @@ -258,6 +273,10 @@ void Hook_Manager::hook_dx12() { if (!_dxgi_hooked && !_renderer_found) { + HWND hWnd = GetGameWindow(); + if (!hWnd) + return; + IDXGIFactory4* pDXGIFactory = nullptr; IDXGISwapChain1* pSwapChain = nullptr; D3D12_COMMAND_QUEUE_DESC queueDesc = {}; @@ -289,7 +308,7 @@ void Hook_Manager::hook_dx12() if (pCommandQueue) { reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain); + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); if (pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); @@ -378,13 +397,10 @@ void Hook_Manager::create_hook(const char* libname) bool Hook_Manager::stop_retry() { // Retry 200 times, we look for rendering functions so its actually: "retry for 200 frames" - bool stop = ++_hook_retries >= 200; + bool stop = ++_hook_retries >= max_hook_retries; if (stop) - { - PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); FoundRenderer(nullptr); - } return stop; } @@ -457,6 +473,11 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook) { _renderer_found = true; + if (hook == nullptr) + PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); + else + PRINT_DEBUG("Hooked renderer in %d tries\n", _hook_retries); + _hook_thread->join(); delete _hook_thread; diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 34194d7..6218b00 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -7,6 +7,26 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam #include "../dll/dll.h" +HWND GetGameWindow() +{ + HWND hWnd = FindWindow(NULL, NULL); + while (hWnd) + { + if (!GetParent(hWnd)) + { +#if defined(_WIN64) + if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWLP_HINSTANCE)) + break; +#elif defined(_WIN32) + if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWL_HINSTANCE)) + break; +#endif + } + hWnd = GetWindow(hWnd, GW_HWNDNEXT); + } + return hWnd; +} + bool Windows_Hook::start_hook() { if (!_hooked) diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h index 32b4350..be2a0e4 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/Windows_Hook.h @@ -42,5 +42,7 @@ public: static Windows_Hook& Inst(); }; +HWND GetGameWindow(); + #endif//NO_OVERLAY #endif//__INCLUDED_WINDOWS_HOOK_H__ \ No newline at end of file From 0fa2d82c678c6961e777e201e8aebf90f3f50203 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 21 Aug 2019 10:46:58 +0200 Subject: [PATCH 077/152] Fixed overlay on x64 They are not longer available with GetWindowLong. There is a new function GetWindowLongPtr. GWLP* must be used. --- overlay_experimental/Hook_Manager.cpp | 2 +- overlay_experimental/Windows_Hook.cpp | 9 +++------ 2 files changed, 4 insertions(+), 7 deletions(-) diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 6398e74..a6458e7 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -396,7 +396,7 @@ void Hook_Manager::create_hook(const char* libname) bool Hook_Manager::stop_retry() { - // Retry 200 times, we look for rendering functions so its actually: "retry for 200 frames" + // Retry or not bool stop = ++_hook_retries >= max_hook_retries; if (stop) diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 6218b00..55530e3 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -14,16 +14,13 @@ HWND GetGameWindow() { if (!GetParent(hWnd)) { -#if defined(_WIN64) - if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWLP_HINSTANCE)) + if (GetModuleHandle(NULL) == (HMODULE)GetWindowLongPtr(hWnd, GWLP_HINSTANCE)) break; -#elif defined(_WIN32) - if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWL_HINSTANCE)) - break; -#endif } hWnd = GetWindow(hWnd, GW_HWNDNEXT); } + if (!hWnd) + PRINT_DEBUG("Failed to get game window HWND\n"); return hWnd; } From 4db2b6528cbfd235f3b4de6abed00511d834daba Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 21 Aug 2019 21:50:59 +0200 Subject: [PATCH 078/152] Changed window detection code. GetModuleHandle(NULL) get the exe handle. Sometimes the window couldn't be found because the window wasn't created in the .exe but in a dll. Thats why I list all dll HANDLES and try to find the main window handle. --- overlay_experimental/Windows_Hook.cpp | 27 +++++++++++++++++++-------- 1 file changed, 19 insertions(+), 8 deletions(-) diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 55530e3..f755f34 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -7,20 +7,31 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam #include "../dll/dll.h" +#include + HWND GetGameWindow() { - HWND hWnd = FindWindow(NULL, NULL); - while (hWnd) + HWND hWnd = FindWindow(nullptr, nullptr); + HMODULE hModules[512]; + DWORD needed; + if (EnumProcessModules(GetCurrentProcess(), hModules, 512, &needed) != 0) { - if (!GetParent(hWnd)) + int numMods = needed/sizeof(HMODULE); + while (hWnd) { - if (GetModuleHandle(NULL) == (HMODULE)GetWindowLongPtr(hWnd, GWLP_HINSTANCE)) - break; + HMODULE wndInst = (HMODULE)GetWindowLongPtr(hWnd, GWLP_HINSTANCE); + if (wndInst != nullptr) + { + for (int i = 0; i < numMods; ++i) + { + if (!GetParent(hWnd) && hModules[i] == wndInst) + return hWnd; + } + } + hWnd = GetWindow(hWnd, GW_HWNDNEXT); } - hWnd = GetWindow(hWnd, GW_HWNDNEXT); } - if (!hWnd) - PRINT_DEBUG("Failed to get game window HWND\n"); + PRINT_DEBUG("Failed to get game window HWND\n"); return hWnd; } From 42a22dd4bb491933a15ea601eee5fa1bb816a40a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 21 Aug 2019 21:52:08 +0200 Subject: [PATCH 079/152] Don't free objects with shutdown Some games don't like to free the DX objects after the game has shut down. --- overlay_experimental/DX10_Hook.cpp | 12 +++++++++++- overlay_experimental/DX11_Hook.cpp | 13 ++++++++++++- overlay_experimental/DX12_Hook.cpp | 14 +++++++++++++- 3 files changed, 36 insertions(+), 3 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 8ce5dfe..ceba0e6 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -194,7 +194,17 @@ DX10_Hook::~DX10_Hook() { PRINT_DEBUG("DX10 Hook removed\n"); - resetRenderState(); + if (initialized) + { + mainRenderTargetView->Release(); + + //ImGui_ImplDX10_Shutdown(); + ImGui_ImplDX10_InvalidateDeviceObjects(); + Windows_Hook::Inst().resetRenderState(); + ImGui::DestroyContext(); + + initialized = false; + } FreeLibrary(reinterpret_cast(_library)); diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index e225b07..5e5c197 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -212,7 +212,18 @@ DX11_Hook::~DX11_Hook() { PRINT_DEBUG("DX11 Hook removed\n"); - resetRenderState(); + if (initialized) + { + mainRenderTargetView->Release(); + pContext->Release(); + + //ImGui_ImplDX11_Shutdown(); + ImGui_ImplDX11_InvalidateDeviceObjects(); + Windows_Hook::Inst().resetRenderState(); + ImGui::DestroyContext(); + + initialized = false; + } FreeLibrary(reinterpret_cast(_library)); diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index bd1aa1e..edb85f8 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -243,7 +243,19 @@ DX12_Hook::~DX12_Hook() { PRINT_DEBUG("DX12 Hook removed\n"); - resetRenderState(); + if (initialized) + { + pCmdAlloc->Release(); + pCmdList->Release(); + pDescriptorHeap->Release(); + + //ImGui_ImplDX12_Shutdown(); + ImGui_ImplDX12_InvalidateDeviceObjects(); + Windows_Hook::Inst().resetRenderState(); + ImGui::DestroyContext(); + + initialized = false; + } FreeLibrary(reinterpret_cast(_library)); From cd8c5fc2eae4e8447b0a7836e0df648fcaeea162 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 25 Aug 2019 21:22:25 +0200 Subject: [PATCH 080/152] Fixed memory leak --- overlay_experimental/Base_Hook.cpp | 1 + overlay_experimental/DX10_Hook.cpp | 5 +++-- overlay_experimental/DX11_Hook.cpp | 5 +++-- overlay_experimental/DX12_Hook.cpp | 5 +++-- overlay_experimental/DX9_Hook.cpp | 5 +++-- overlay_experimental/OpenGL_Hook.cpp | 3 ++- overlay_experimental/Windows_Hook.cpp | 7 +++++-- 7 files changed, 20 insertions(+), 11 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index a7d3b88..452309e 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -12,6 +12,7 @@ #include Base_Hook::Base_Hook(): + _library(nullptr), _hooked(false) {} diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index ceba0e6..54e43b7 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -12,6 +12,7 @@ DX10_Hook* DX10_Hook::_inst = nullptr; bool DX10_Hook::start_hook() { + bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) @@ -63,12 +64,12 @@ bool DX10_Hook::start_hook() else { PRINT_DEBUG("Failed to hook DirectX 10\n"); - return false; + res = false; } if(pDevice)pDevice->Release(); if(pSwapChain)pSwapChain->Release(); } - return true; + return res; } void DX10_Hook::resetRenderState() diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 5e5c197..c27ede6 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -22,6 +22,7 @@ HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** bool DX11_Hook::start_hook() { + bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) @@ -73,13 +74,13 @@ bool DX11_Hook::start_hook() else { PRINT_DEBUG("Failed to hook DirectX 11\n"); - return false; + res = false; } if(pDevice) pDevice->Release(); if(pSwapChain) pSwapChain->Release(); } - return true; + return res; } void DX11_Hook::resetRenderState() diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index edb85f8..4b835ba 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -14,6 +14,7 @@ DX12_Hook* DX12_Hook::_inst = nullptr; bool DX12_Hook::start_hook() { + bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) @@ -79,7 +80,7 @@ bool DX12_Hook::start_hook() else { PRINT_DEBUG("Failed to hook DirectX 12\n"); - return false; + res = false; } } } @@ -89,7 +90,7 @@ bool DX12_Hook::start_hook() if (pCommandQueue) pCommandQueue->Release(); if (pDevice) pDevice->Release(); } - return true; + return res; } void DX12_Hook::resetRenderState() diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index bbd5611..1842493 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -14,6 +14,7 @@ DX9_Hook* DX9_Hook::_inst = nullptr; bool DX9_Hook::start_hook() { + bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) @@ -60,13 +61,13 @@ bool DX9_Hook::start_hook() else { PRINT_DEBUG("Failed to DirectX 9\n"); - return false; + res = false; } if(pDeviceEx)pDeviceEx->Release(); if(pD3D)pD3D->Release(); } - return true; + return res; } void DX9_Hook::resetRenderState() diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index ef707c0..de3071b 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -16,6 +16,7 @@ OpenGL_Hook* OpenGL_Hook::_inst = nullptr; bool OpenGL_Hook::start_hook() { + bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) @@ -46,7 +47,7 @@ bool OpenGL_Hook::start_hook() PRINT_DEBUG("Failed to hook OpenGL\n"); /* Problem: glewInit failed, something is seriously wrong. */ PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); - return false; + res = false; } } return true; diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index f755f34..4483a14 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -37,6 +37,7 @@ HWND GetGameWindow() bool Windows_Hook::start_hook() { + bool res = true; if (!_hooked) { GetRawInputBuffer = ::GetRawInputBuffer; @@ -51,7 +52,7 @@ bool Windows_Hook::start_hook() _hooked = true; } - return true; + return res; } void Windows_Hook::resetRenderState() @@ -171,7 +172,7 @@ Windows_Hook::Windows_Hook() : GetRawInputBuffer(nullptr), GetRawInputData(nullptr) { - + //_library = LoadLibrary(DLL_NAME); } Windows_Hook::~Windows_Hook() @@ -179,6 +180,8 @@ Windows_Hook::~Windows_Hook() PRINT_DEBUG("Windows Hook removed\n"); resetRenderState(); + + //FreeLibrary(reinterpret_cast(_library)); } Windows_Hook& Windows_Hook::Inst() From dd530e80b1f9d09d970784e9afb00e5e43877792 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 26 Aug 2019 16:38:01 +0200 Subject: [PATCH 081/152] Now passing to hooks device object. Added Base_Hook::get_lib_name to track what renderer is hooked for overlay. Objects used to detect renderer type are now also used to hook the rendering functions. So we don't have to build another device. Updated VTables for DX12. --- overlay_experimental/Base_Hook.cpp | 5 ++ overlay_experimental/Base_Hook.h | 1 + overlay_experimental/DX10_Hook.cpp | 64 ++++---------- overlay_experimental/DX10_Hook.h | 1 + overlay_experimental/DX11_Hook.cpp | 65 ++++---------- overlay_experimental/DX11_Hook.h | 1 + overlay_experimental/DX9_Hook.cpp | 66 +++++---------- overlay_experimental/DX9_Hook.h | 3 +- overlay_experimental/DirectX_VTables.h | 105 +++++++++++++++++++++++ overlay_experimental/Hook_Manager.cpp | 112 ++++++++++++++++--------- overlay_experimental/Hook_Manager.h | 13 +-- overlay_experimental/OpenGL_Hook.cpp | 5 ++ overlay_experimental/OpenGL_Hook.h | 1 + overlay_experimental/Windows_Hook.cpp | 5 ++ overlay_experimental/Windows_Hook.h | 1 + overlay_experimental/steam_overlay.cpp | 13 ++- overlay_experimental/steam_overlay.h | 1 + 17 files changed, 277 insertions(+), 185 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 452309e..3c73584 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -45,6 +45,11 @@ void Base_Hook::UnhookAll() } } +const char* Base_Hook::get_lib_name() const +{ + return ""; +} + void Base_Hook::HookFunc(std::pair hook) { if( DetourAttach(hook.first, hook.second) == 0 ) diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index bb0c2dd..55fbfae 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -29,6 +29,7 @@ public: void EndHook(); void UnhookAll(); + virtual const char* get_lib_name() const; void HookFunc(std::pair hook); template diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 54e43b7..6f5db63 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -18,56 +18,21 @@ bool DX10_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; - HWND hWnd = GetGameWindow(); - if (!hWnd) - return false; + PRINT_DEBUG("Hooked DirectX 10\n"); + _hooked = true; - IDXGISwapChain* pSwapChain; - ID3D10Device* pDevice; - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = - (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(reinterpret_cast(_library), "D3D10CreateDeviceAndSwapChain"); - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; + Hook_Manager::Inst().FoundRenderer(this); - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent), + std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) + ); + EndHook(); - if (pDevice != nullptr && pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked DirectX 10\n"); - - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - loadFunctions(pDevice, pSwapChain); - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent), - std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) - ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook DirectX 10\n"); - res = false; - } - if(pDevice)pDevice->Release(); - if(pSwapChain)pSwapChain->Release(); + get_steam_client()->steam_overlay->HookReady(); } return res; } @@ -220,6 +185,11 @@ DX10_Hook* DX10_Hook::Inst() return _inst; } +const char* DX10_Hook::get_lib_name() const +{ + return DLL_NAME; +} + void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) { void** vTable = *reinterpret_cast(pDevice); diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index e66e840..4979e74 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -46,6 +46,7 @@ private: public: bool start_hook(); static DX10_Hook* Inst(); + virtual const char* get_lib_name() const; void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); }; diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index c27ede6..9cda270 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -28,57 +28,21 @@ bool DX11_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; - HWND hWnd = GetGameWindow(); - if (!hWnd) - return false; + PRINT_DEBUG("Hooked DirectX 11\n"); + _hooked = true; - IDXGISwapChain* pSwapChain; - ID3D11Device* pDevice; - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = - (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(reinterpret_cast(_library), "D3D11CreateDeviceAndSwapChain"); - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; + Hook_Manager::Inst().FoundRenderer(this); - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent), + std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget, &DX11_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) + ); + EndHook(); - if (pDevice != nullptr && pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked DirectX 11\n"); - - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - loadFunctions(pDevice, pSwapChain); - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent), - std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget, &DX11_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) - ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook DirectX 11\n"); - res = false; - } - - if(pDevice) pDevice->Release(); - if(pSwapChain) pSwapChain->Release(); + get_steam_client()->steam_overlay->HookReady(); } return res; } @@ -239,6 +203,11 @@ DX11_Hook* DX11_Hook::Inst() return _inst; } +const char* DX11_Hook::get_lib_name() const +{ + return DLL_NAME; +} + void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) { void** vTable = *reinterpret_cast(pDevice); diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index 207252f..83de88d 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -46,6 +46,7 @@ private: public: bool start_hook(); static DX11_Hook* Inst(); + virtual const char* get_lib_name() const; void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); }; diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 1842493..e5a0113 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -14,60 +14,34 @@ DX9_Hook* DX9_Hook::_inst = nullptr; bool DX9_Hook::start_hook() { - bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) return false; - HWND hWnd = GetGameWindow(); - if (!hWnd) - return false; + PRINT_DEBUG("Hooked DirectX 9\n"); + _hooked = true; - IDirect3D9Ex* pD3D; - IDirect3DDevice9Ex* pDeviceEx; - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(reinterpret_cast(_library), "Direct3DCreate9Ex"); - - Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); - - D3DPRESENT_PARAMETERS params = {}; - params.BackBufferWidth = 1; - params.BackBufferHeight = 1; - params.hDeviceWindow = hWnd; - - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); - - if (pDeviceEx != nullptr) + Hook_Manager::Inst().FoundRenderer(this); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), + std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent) + ); + if (PresentEx != nullptr) { - PRINT_DEBUG("Hooked DirectX 9\n"); - - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - loadFunctions(pDeviceEx); - - UnhookAll(); - BeginHook(); HookFuncs( - std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), - std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent), std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to DirectX 9\n"); - res = false; } + EndHook(); - if(pDeviceEx)pDeviceEx->Release(); - if(pD3D)pD3D->Release(); + get_steam_client()->steam_overlay->HookReady(); } - return res; + return true; } void DX9_Hook::resetRenderState() @@ -220,15 +194,21 @@ DX9_Hook* DX9_Hook::Inst() return _inst; } -void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx) +const char* DX9_Hook::get_lib_name() const { - void** vTable = *reinterpret_cast(pDeviceEx); + return DLL_NAME; +} + +void DX9_Hook::loadFunctions(IDirect3DDevice9* pDevice, bool ex) +{ + void** vTable = *reinterpret_cast(pDevice); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X] LOAD_FUNC(Reset); LOAD_FUNC(EndScene); LOAD_FUNC(Present); - LOAD_FUNC(PresentEx); + if (ex) + LOAD_FUNC(PresentEx); #undef LOAD_FUNC } diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index c795fe3..6239f1b 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -47,8 +47,9 @@ private: public: bool start_hook(); static DX9_Hook* Inst(); + virtual const char* get_lib_name() const; - void loadFunctions(IDirect3DDevice9Ex *pDeviceEx); + void loadFunctions(IDirect3DDevice9 *pDevice, bool ex); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/DirectX_VTables.h b/overlay_experimental/DirectX_VTables.h index 73a2847..46f0497 100644 --- a/overlay_experimental/DirectX_VTables.h +++ b/overlay_experimental/DirectX_VTables.h @@ -44,6 +44,111 @@ enum class IDXGISwapChainVTable GetRotation, }; +enum class ID3D12CommandQueueVTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // ID3D12Object + GetPrivateData, + SetPrivateData, + SetPrivateDataInterface, + SetName, + + // ID3D12DeviceChild + GetDevice, + + // ID3D12Pageable + + // ID3D12CommandQueue + UpdateTileMappings, + CopyTileMappings, + ExecuteCommandLists, + SetMarker, + BeginEvent, + EndEvent, + Signal, + Wait, + GetTimestampFrequency, + GetClockCalibration, + GetDesc, +}; + +enum class ID3D12GraphicsCommandListVTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // ID3D12Object + GetPrivateData, + SetPrivateData, + SetPrivateDataInterface, + SetName, + + // ID3D12DeviceChild + GetDevice, + + // ID3D12CommandList + GetType, + + // ID3D12GraphicsCommandList + Close, + Reset, + ClearState, + DrawInstanced, + DrawIndexedInstanced, + Dispatch, + CopyBufferRegion, + CopyTextureRegion, + CopyResource, + CopyTiles, + ResolveSubresource, + IASetPrimitiveTopology, + RSSetViewports, + RSSetScissorRects, + OMSetBlendFactor, + OMSetStencilRef, + SetPipelineState, + ResourceBarrier, + ExecuteBundle, + SetDescriptorHeaps, + SetComputeRootSignature, + SetGraphicsRootSignature, + SetComputeRootDescriptorTable, + SetGraphicsRootDescriptorTable, + SetComputeRoot32BitConstant, + SetGraphicsRoot32BitConstant, + SetComputeRoot32BitConstants, + SetGraphicsRoot32BitConstants, + SetComputeRootConstantBufferView, + SetGraphicsRootConstantBufferView, + SetComputeRootShaderResourceView, + SetGraphicsRootShaderResourceView, + SetComputeRootUnorderedAccessView, + SetGraphicsRootUnorderedAccessView, + IASetIndexBuffer, + IASetVertexBuffers, + SOSetTargets, + OMSetRenderTargets, + ClearDepthStencilView, + ClearRenderTargetView, + ClearUnorderedAccessViewUint, + ClearUnorderedAccessViewFloat, + DiscardResource, + BeginQuery, + EndQuery, + ResolveQueryData, + SetPredication, + SetMarker, + BeginEvent, + EndEvent, + ExecuteIndirect, +}; + enum class ID3D11DeviceVTable { // IUnknown diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index a6458e7..4b18fa6 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -20,10 +20,10 @@ constexpr int max_hook_retries = 500; #ifdef STEAM_WIN32 -static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present; -static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present; -static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx; -static decltype(wglMakeCurrent)* _wglMakeCurrent; +static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; +static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; +static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx = nullptr; +static decltype(wglMakeCurrent)* _wglMakeCurrent = nullptr; HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) { @@ -100,11 +100,13 @@ BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) return _wglMakeCurrent(hDC, hGLRC); } -void Hook_Manager::HookDXGIPresent() +void Hook_Manager::HookDXGIPresent(IDXGISwapChain *pSwapChain) { if (!_dxgi_hooked) { _dxgi_hooked = true; + (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; + rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( @@ -115,17 +117,26 @@ void Hook_Manager::HookDXGIPresent() } } -void Hook_Manager::HookDX9Present() +void Hook_Manager::HookDX9Present(IDirect3DDevice9* pDevice, bool ex) { if (!_dx9_hooked) { _dx9_hooked = true; + (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::Present]; + if (ex) + (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::PresentEx]; + rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDirect3DDevice9_Present, &Hook_Manager::MyPresent), - std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Hook_Manager::MyPresentEx) + std::pair((PVOID*)& _IDirect3DDevice9_Present, &Hook_Manager::MyPresent) ); + if (ex) + { + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Hook_Manager::MyPresentEx) + ); + } rendererdetect_hook->EndHook(); } @@ -154,33 +165,48 @@ void Hook_Manager::hook_dx9() if (!hWnd) return; - IDirect3D9Ex* pD3D; - IDirect3DDevice9Ex* pDeviceEx; - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex"); - - Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); + IDirect3D9Ex* pD3D = nullptr; + IUnknown* pDevice = nullptr; D3DPRESENT_PARAMETERS params = {}; params.BackBufferWidth = 1; params.BackBufferHeight = 1; params.hDeviceWindow = hWnd; + params.BackBufferCount = 1; + params.Windowed = TRUE; + params.SwapEffect = D3DSWAPEFFECT_DISCARD; - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); - - if (pDeviceEx) + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex"); + if (Direct3DCreate9Ex != nullptr) + { + Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); + } + else + { + decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9"); + if (Direct3DCreate9) + { + pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); + pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); + } + } + + if (pDevice != nullptr) { PRINT_DEBUG("Hooked D3D9::Present to detect DX Version\n"); - (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDeviceEx))[(int)IDirect3DDevice9VTable::Present]; - (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDeviceEx))[(int)IDirect3DDevice9VTable::PresentEx]; - HookDX9Present(); + auto h = DX9_Hook::Inst(); + h->loadFunctions(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); + _hooks.insert(h); + HookDX9Present(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); } else { PRINT_DEBUG("Failed to hook D3D9::Present to detect DX Version\n"); } - if (pDeviceEx)pDeviceEx->Release(); - if (pD3D)pD3D->Release(); + if (pDevice) pDevice->Release(); + if (pD3D) pD3D->Release(); } } @@ -214,8 +240,10 @@ void Hook_Manager::hook_dx10() if (pDevice != nullptr && pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; - HookDXGIPresent(); + auto h = DX10_Hook::Inst(); + h->loadFunctions(pDevice, pSwapChain); + _hooks.insert(h); + HookDXGIPresent(pSwapChain); } else { @@ -256,8 +284,10 @@ void Hook_Manager::hook_dx11() if (pDevice != nullptr && pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; - HookDXGIPresent(); + auto h = DX11_Hook::Inst(); + h->loadFunctions(pDevice, pSwapChain); + _hooks.insert(h); + HookDXGIPresent(pSwapChain); } else { @@ -282,6 +312,7 @@ void Hook_Manager::hook_dx12() D3D12_COMMAND_QUEUE_DESC queueDesc = {}; ID3D12CommandQueue* pCommandQueue = nullptr; ID3D12Device* pDevice = nullptr; + decltype(D3D12CreateDevice)* D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); @@ -290,14 +321,14 @@ void Hook_Manager::hook_dx12() if (pDevice) { DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; - SwapChainDesc.Width = 0; - SwapChainDesc.Height = 0; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.Width = 1; + SwapChainDesc.Height = 1; SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; SwapChainDesc.Stereo = FALSE; SwapChainDesc.SampleDesc = { 1, 0 }; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.BufferCount = 3; - SwapChainDesc.Scaling = DXGI_SCALING_STRETCH; + SwapChainDesc.Scaling = DXGI_SCALING_NONE; SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; @@ -312,8 +343,11 @@ void Hook_Manager::hook_dx12() if (pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; - HookDXGIPresent(); + + auto h = DX12_Hook::Inst(); + h->loadFunctions(pDevice, pCommandQueue, pSwapChain); + _hooks.insert(h); + HookDXGIPresent(pSwapChain); } else { @@ -472,6 +506,7 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook) if (!_renderer_found) { _renderer_found = true; + game_renderer = hook; if (hook == nullptr) PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); @@ -480,16 +515,15 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook) _hook_thread->join(); delete _hook_thread; + _hook_thread = nullptr; // Remove all hooks that are unused - _hooks.erase(std::remove_if(_hooks.begin(), _hooks.end(), [&hook](Base_Hook* it_hook) { - if (hook != it_hook) - { - delete it_hook; - return true; - } - return false; - }), _hooks.end()); + std::set::iterator item; + while ((item = std::find_if(_hooks.begin(), _hooks.end(), [hook](Base_Hook* item) {return item != hook; })) != _hooks.end()) + { + delete *item; + _hooks.erase(item); + } } } diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index ec0318e..8f1e367 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -5,7 +5,7 @@ #ifndef NO_OVERLAY -#include +#include #include #if defined(_WIN32) || defined(WIN32) @@ -30,13 +30,14 @@ protected: // TODO: If needed, create a second vector with only the renderers hook // Cause actually, a call to FoundRenderer will unhook everything registered except the renderer hook // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? - std::vector _hooks; + std::set _hooks; std::thread *_hook_thread; unsigned int _hook_retries; bool _renderer_found; // Is the renderer hooked ? bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) Base_Hook* rendererdetect_hook; + Base_Hook* game_renderer; class Steam_Overlay* overlay; Hook_Manager(); @@ -54,9 +55,9 @@ protected: bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12) // DXGIPresent will be used to detect if DX10, DX11 or DX12 should be used for overlay - void HookDXGIPresent(); + void HookDXGIPresent(IDXGISwapChain* pSwapChain); // DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay - void HookDX9Present(); + void HookDX9Present(IDirect3DDevice9* pDevice, bool ex); // wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay void HookwglMakeCurrent(); // Setup DX9 Device and get vtable @@ -97,7 +98,9 @@ public: // Set the found hook and free all other hooks void FoundRenderer(Base_Hook *hook); - inline void AddHook(Base_Hook* hook) { _hooks.push_back(hook); } + inline void AddHook(Base_Hook* hook) { _hooks.insert(hook); } + + inline Base_Hook* get_renderer() const { return game_renderer; } }; #endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index de3071b..0b77924 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -152,4 +152,9 @@ OpenGL_Hook* OpenGL_Hook::Inst() return _inst; } +const char* OpenGL_Hook::get_lib_name() const +{ + return DLL_NAME; +} + #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index f6e2a9f..a0bdb2c 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -38,6 +38,7 @@ private: public: bool start_hook(); static OpenGL_Hook* Inst(); + virtual const char* get_lib_name() const; }; #endif//NO_OVERLAY diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 4483a14..b7e5731 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -188,4 +188,9 @@ Windows_Hook& Windows_Hook::Inst() { static Windows_Hook _inst; return _inst; +} + +const char* Windows_Hook::get_lib_name() const +{ + return DLL_NAME; } \ No newline at end of file diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h index be2a0e4..e4c03d3 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/Windows_Hook.h @@ -40,6 +40,7 @@ public: WNDPROC GetGameWndProc() const; static Windows_Hook& Inst(); + virtual const char* get_lib_name() const; }; HWND GetGameWindow(); diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 62c144e..f22712d 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -30,12 +30,13 @@ void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) _this->Callback(msg); } -Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) : +Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) : settings(settings), callback_results(callback_results), callbacks(callbacks), run_every_runcb(run_every_runcb), network(network), + setup_overlay_called(false), show_overlay(false), is_ready(false), notif_position(ENotificationPosition::k_EPositionBottomLeft), @@ -75,7 +76,12 @@ void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInse void Steam_Overlay::SetupOverlay() { - Hook_Manager::Inst().HookRenderer(); + std::lock_guard lock(global_mutex); + if (!setup_overlay_called) + { + setup_overlay_called = true; + Hook_Manager::Inst().HookRenderer(); + } } void Steam_Overlay::HookReady() @@ -390,6 +396,9 @@ void Steam_Overlay::OverlayProc( int width, int height ) settings->get_local_name(), settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); + ImGui::SameLine(); + Base_Hook *hook = Hook_Manager::Inst().get_renderer(); + ImGui::LabelText("##label", "Renderer: %s", (hook == nullptr ? "Unknown" : hook->get_lib_name())); ImGui::Spacing(); diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index c5dee4b..c3337f5 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -52,6 +52,7 @@ class Steam_Overlay // friend id, show client window (to chat and accept invite maybe) std::map friends; + bool setup_overlay_called; bool is_ready; bool show_overlay; ENotificationPosition notif_position; From 8e07dd0c6b498c76ef8064716771ca04084cbf70 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 26 Aug 2019 16:38:21 +0200 Subject: [PATCH 082/152] Changed window detection. --- overlay_experimental/Windows_Hook.cpp | 56 +++++++++++++++++---------- 1 file changed, 35 insertions(+), 21 deletions(-) diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index b7e5731..83f5c31 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -9,30 +9,44 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam #include +struct enum_wnd_param +{ + //HMODULE hModules[512]; + //DWORD num_mods; + DWORD pid; + HWND window; +}; + +static BOOL __stdcall EnumWindowsProc(HWND hWnd, enum_wnd_param* param) +{ + DWORD pid; + GetWindowThreadProcessId(hWnd, &pid); + if (pid == param->pid && GetWindow(hWnd, GW_OWNER) == nullptr && IsWindowVisible(hWnd)) + { + param->window = hWnd; + return FALSE; + } + + return TRUE; +} + HWND GetGameWindow() { - HWND hWnd = FindWindow(nullptr, nullptr); - HMODULE hModules[512]; - DWORD needed; - if (EnumProcessModules(GetCurrentProcess(), hModules, 512, &needed) != 0) - { - int numMods = needed/sizeof(HMODULE); - while (hWnd) - { - HMODULE wndInst = (HMODULE)GetWindowLongPtr(hWnd, GWLP_HINSTANCE); - if (wndInst != nullptr) - { - for (int i = 0; i < numMods; ++i) - { - if (!GetParent(hWnd) && hModules[i] == wndInst) - return hWnd; - } - } - hWnd = GetWindow(hWnd, GW_HWNDNEXT); - } + enum_wnd_param param; + param.window = nullptr; + + param.pid = GetCurrentProcessId(); + EnumWindows(reinterpret_cast(EnumWindowsProc), reinterpret_cast(¶m)); + + if (param.window != nullptr) { + PRINT_DEBUG("Failed to get game window HWND\n"); } - PRINT_DEBUG("Failed to get game window HWND\n"); - return hWnd; + else { + char wnd_name[1024]; + GetWindowText(param.window, wnd_name, 1023); + PRINT_DEBUG("Found window %s\n", wnd_name); + } + return param.window; } bool Windows_Hook::start_hook() From d0251b0b01688522f9352f522680c93d7c59cb40 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 26 Aug 2019 16:46:56 +0200 Subject: [PATCH 083/152] Some kind of DX12 hook --- overlay_experimental/DX12_Hook.cpp | 242 +++++++++++++---------------- overlay_experimental/DX12_Hook.h | 14 +- 2 files changed, 115 insertions(+), 141 deletions(-) diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 4b835ba..7b9f09b 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -20,75 +20,23 @@ bool DX12_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; - HWND hWnd = GetGameWindow(); - if (!hWnd) - return false; + PRINT_DEBUG("Hooked DirectX 12\n"); + _hooked = true; - IDXGIFactory4* pDXGIFactory = nullptr; - IDXGISwapChain1* pSwapChain = nullptr; - D3D12_COMMAND_QUEUE_DESC queueDesc = {}; - ID3D12CommandQueue* pCommandQueue = nullptr; - ID3D12Device* pDevice = nullptr; - decltype(D3D12CreateDevice)* D3D12CreateDevice = - (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); + Hook_Manager::Inst().FoundRenderer(this); - D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), + std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers), + std::make_pair(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists), + std::make_pair(&(PVOID&)DX12_Hook::Close, &DX12_Hook::MyClose) + ); + EndHook(); - if (pDevice) - { - DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; - SwapChainDesc.Width = 0; - SwapChainDesc.Height = 0; - SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.Stereo = FALSE; - SwapChainDesc.SampleDesc = { 1, 0 }; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.BufferCount = 3; - SwapChainDesc.Scaling = DXGI_SCALING_STRETCH; - SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; - SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; - - queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); - - if (pCommandQueue) - { - reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); - - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked DirectX 12\n"); - - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - loadFunctions(pDevice, pSwapChain); - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), - std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers) - ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook DirectX 12\n"); - res = false; - } - } - } - - if (pSwapChain) pSwapChain->Release(); - if (pDXGIFactory) pDXGIFactory->Release(); - if (pCommandQueue) pCommandQueue->Release(); - if (pDevice) pDevice->Release(); + get_steam_client()->steam_overlay->HookReady(); } return res; } @@ -97,9 +45,7 @@ void DX12_Hook::resetRenderState() { if (initialized) { - pCmdAlloc->Release(); - pCmdList->Release(); - pDescriptorHeap->Release(); + pSrvDescHeap->Release(); ImGui_ImplDX12_Shutdown(); Windows_Hook::Inst().resetRenderState(); @@ -112,75 +58,41 @@ void DX12_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { - DXGI_SWAP_CHAIN_DESC desc; - pSwapChain->GetDesc(&desc); + pSwapChain->GetDesc(&sc_desc); + + IDXGISwapChain3* pSwapChain3; + pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3)); if (!initialized) { - D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {}; ID3D12Device* pDevice; - - if (!SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)))) + if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) return; - d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; - d3d12_desc.NumDescriptors = 1; - d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; - d3d12_desc.NodeMask = 1; - if (pDevice->CreateDescriptorHeap(&d3d12_desc, IID_PPV_ARGS(&pDescriptorHeap)) != S_OK) { - pDevice->Release(); - return; - } - - mainRenderTargetDescriptor = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); - - if (!SUCCEEDED(pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)))) - { - pDescriptorHeap->Release(); - pDevice->Release(); - return; - } - if (!SUCCEEDED(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)))) - { - pCmdAlloc->Release(); - pDescriptorHeap->Release(); - pDevice->Release(); - return; + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + desc.NumDescriptors = 1; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK) + { + pDevice->Release(); + return; + } } ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - - ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, - pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), - pDescriptorHeap->GetGPUDescriptorHandleForHeapStart()); - pCmdList->Release(); - pCmdAlloc->Release(); - pDescriptorHeap->Release(); + ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, + pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), + pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); + pDevice->Release(); + initialized = true; } - - ImGui_ImplDX12_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); - - ImGui::NewFrame(); - - get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); - - ImGui::EndFrame(); - - ImGui::Render(); - - pCmdAlloc->Reset(); - pCmdList->Reset(pCmdAlloc, NULL); - //pCmdList->ClearRenderTargetView(mainRenderTargetDescriptor, (float*)& clear_color, 0, NULL); - pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL); - pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap); - ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); } ///////////////////////////////////////////////////////////////////////////////////// @@ -219,15 +131,54 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } +void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists) +{ + DX12_Hook* me = DX12_Hook::Inst(); + // ----------------------------------------------------- // + // \/\/\/ TODO: Find a cleaner way to do all this \/\/\/ // + // I'd like to put it in IDXGISwapChain::Present // + // ----------------------------------------------------- // + if (me->initialized) + { + static std::recursive_mutex render_mutex; // Sniper Elite 4 where I test this uses multiple thread on this. ImGui is not reentrant + std::lock_guard lock(render_mutex); + for (int i = 0; i < NumCommandLists; ++i) + { + if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) + { + ImGui_ImplDX12_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(me->sc_desc.OutputWindow); + + ImGui::NewFrame(); + + get_steam_client()->steam_overlay->OverlayProc(me->sc_desc.BufferDesc.Width, me->sc_desc.BufferDesc.Height); + + ImGui::EndFrame(); + + ((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap); + ImGui::Render(); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]); + (((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)(); + } + } + } + (_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists); +} + +HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this) +{ + if (DX12_Hook::Inst()->initialized && _this->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) + return S_OK; + else + return (_this->*DX12_Hook::Inst()->Close)(); +} + DX12_Hook::DX12_Hook(): - initialized(false), - pCmdAlloc(nullptr), - pCmdList(nullptr), - pDescriptorHeap(nullptr) + initialized(false) { _library = LoadLibrary(DLL_NAME); - PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); + PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.\n"); // Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX12 will be used to render the overlay. @@ -246,10 +197,6 @@ DX12_Hook::~DX12_Hook() if (initialized) { - pCmdAlloc->Release(); - pCmdList->Release(); - pDescriptorHeap->Release(); - //ImGui_ImplDX12_Shutdown(); ImGui_ImplDX12_InvalidateDeviceObjects(); Windows_Hook::Inst().resetRenderState(); @@ -271,21 +218,44 @@ DX12_Hook* DX12_Hook::Inst() return _inst; } -void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) +const char* DX12_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +void DX12_Hook::loadFunctions(ID3D12Device* pDevice, ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain) { void** vTable = *reinterpret_cast(pDevice); - - /* #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X] - + #undef LOAD_FUNC - */ + + vTable = *reinterpret_cast(pCommandQueue); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] + LOAD_FUNC(ExecuteCommandLists); +#undef LOAD_FUNC + + + ID3D12CommandAllocator* pCommandAllocator; + ID3D12CommandList* pCommandList; + + pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); + pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); + + vTable = *reinterpret_cast(pCommandList); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X] + LOAD_FUNC(Close); +#undef LOAD_FUNC + vTable = *reinterpret_cast(pSwapChain); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] LOAD_FUNC(Present); LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC + + pCommandList->Release(); + pCommandAllocator->Release(); } #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index a195f4c..0889ce0 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -18,10 +18,9 @@ private: // Variables bool initialized; - ID3D12CommandAllocator* pCmdAlloc; - ID3D12GraphicsCommandList* pCmdList; - ID3D12DescriptorHeap* pDescriptorHeap; - D3D12_CPU_DESCRIPTOR_HANDLE mainRenderTargetDescriptor; + + DXGI_SWAP_CHAIN_DESC sc_desc; + ID3D12DescriptorHeap* pSrvDescHeap; // Functions DX12_Hook(); @@ -34,10 +33,14 @@ private: static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); + static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists); + static HRESULT STDMETHODCALLTYPE MyClose(ID3D12GraphicsCommandList* _this); decltype(&IDXGISwapChain::Present) Present; decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists; + decltype(&ID3D12GraphicsCommandList::Close) Close; // Hook functions so we know we use DX11 //static decltype(D3D12CreateDevice) MyD3D12CreateDevice; @@ -47,8 +50,9 @@ private: public: bool start_hook(); static DX12_Hook* Inst(); + virtual const char* get_lib_name() const; - void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); + void loadFunctions(ID3D12Device *pDevice, ID3D12CommandQueue *pCommandQueue, IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY From 9b178146c45a1b459ab6225194125f0187c219e4 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 26 Aug 2019 19:36:07 +0200 Subject: [PATCH 084/152] Cleaned a bit hooks and added sanity checks. --- generate_game_infos/generate_game_infos.cpp | 241 ++++++++++++++++ generate_items_infos/generate_items_infos.cpp | 157 +++++++++++ overlay_experimental/DX10_Hook.cpp | 13 +- overlay_experimental/DX10_Hook.h | 2 +- overlay_experimental/DX11_Hook.cpp | 13 +- overlay_experimental/DX11_Hook.h | 2 +- overlay_experimental/DX12_Hook.cpp | 24 +- overlay_experimental/DX12_Hook.h | 2 +- overlay_experimental/Hook_Manager.cpp | 266 +++++++++++------- overlay_experimental/Hook_Manager.h | 2 +- overlay_experimental/steam_overlay.cpp | 12 + overlay_experimental/steam_overlay.h | 3 +- 12 files changed, 595 insertions(+), 142 deletions(-) create mode 100644 generate_game_infos/generate_game_infos.cpp create mode 100644 generate_items_infos/generate_items_infos.cpp diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp new file mode 100644 index 0000000..2b74a3f --- /dev/null +++ b/generate_game_infos/generate_game_infos.cpp @@ -0,0 +1,241 @@ +#include +#include +#include +#include +#include +#include +#include + +#include +#include + +class CurlGlobal +{ + bool _init; + + CurlGlobal() :_init(false) {} + + ~CurlGlobal() { cleanup(); } + +public: + static CurlGlobal& Inst() + { + static CurlGlobal _this; + return _this; + } + + CURLcode init(long flags = CURL_GLOBAL_DEFAULT) { return curl_global_init(flags); } + void cleanup() + { + if (_init) + { + curl_global_cleanup(); + _init = false; + } + } +}; + +class CurlEasy +{ + CURL* _me; + bool _init; + std::string _buffer; + + static int writer(char* data, size_t size, size_t nmemb, + CurlEasy* _this) + { + if (_this == nullptr) + return 0; + + _this->_buffer.append(data, size * nmemb); + + return size * nmemb; + } + +public: + CurlEasy() :_me(nullptr), _init(false) {} + ~CurlEasy() { cleanup(); } + + bool init() + { + _init = (_me = curl_easy_init()) != nullptr; + if (_init) + { + if (curl_easy_setopt(_me, CURLOPT_WRITEFUNCTION, writer) != CURLE_OK) + { + cleanup(); + return false; + } + + if (curl_easy_setopt(_me, CURLOPT_WRITEDATA, this) != CURLE_OK) + { + cleanup(); + return false; + } + } + return _init; + } + + void cleanup() + { + if (_init) + { + curl_easy_cleanup(_me); + } + } + + CURLcode set_url(const std::string& url) + { + return curl_easy_setopt(_me, CURLOPT_URL, url.c_str()); + } + + CURLcode skip_verifypeer(bool skip = true) + { + return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYPEER, skip ? 0L : 1L); + } + + CURLcode skip_verifhost(bool skip = true) + { + return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYHOST, skip ? 0L : 1L); + } + + CURLcode connect_only(bool connect = true) + { + return curl_easy_setopt(_me, CURLOPT_CONNECT_ONLY, connect ? 1L : 0L); + } + + CURLcode perform() + { + _buffer.clear(); + return curl_easy_perform(_me); + } + + CURLcode recv(void* buffer, size_t buflen, size_t* read_len) + { + return curl_easy_recv(_me, buffer, buflen, read_len); + } + + CURLcode get_html_code(long& code) + { + return curl_easy_getinfo(_me, CURLINFO_RESPONSE_CODE, &code); + } + + std::string const& get_answer() const { return _buffer; } +}; + +// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ +// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI +// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=&appid= +/* +{ + "game" : { + "gameName" : "", + "availableGameStats" : { + "achievements" : { + ("" : { + "name" : "achievement_name", + "displayName" : "achievement name on screen", + "hidden" : (0|1), + ["description" : "",] + "icon" : "", + "icongray" : "" + }, + ...) + } + } + } +} +*/ +// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 +/* +"appid" : { + "success" : (true|false), + (success == true "data" : { + ... + "name" : "", + "steam_appid" : , + (OPT "dlc" : [, ]), + "header_image" : "" <-- Use this in the overlay ? + (OPT "achievements" : { + "total" : + }), + "background" : "" <-- Use this as the overlay background ? + (OPT "packages" : [, ]) + }) +} +*/ + +#ifdef max +#undef max +#endif +//232090 +int main() +{ + CurlGlobal& cglobal = CurlGlobal::Inst(); + cglobal.init(); + + CurlEasy easy; + if (easy.init()) + { + std::string url; + std::string steam_apikey; + std::string app_id; + + std::cout << "Enter the game appid: "; + std::cin >> app_id; + std::cout << "Enter your webapi key: "; + std::cin.clear(); + std::cin.ignore(std::numeric_limits::max(), '\n'); + std::cin >> steam_apikey; + + url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; + url += steam_apikey; + url += "&appid="; + url += app_id; + easy.set_url(url); + easy.perform(); + try + { + std::ofstream ach_file("achievements.json", std::ios::trunc | std::ios::out); + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + nlohmann::json output_json = nlohmann::json::array(); + + bool first = true; + int i = 0; + for (auto& item : json["game"]["availableGameStats"]["achievements"].items()) + { + output_json[i]["name"] = item.value()["name"]; + output_json[i]["displayName"] = item.value()["displayName"]; + output_json[i]["hidden"] = item.value()["hidden"]; + try + { + output_json[i]["description"] = item.value()["description"]; + } + catch (...) + { + output_json[i]["description"] = ""; + } + output_json[i]["icon"] = item.value()["icon"]; + output_json[i]["icongray"] = item.value()["icongray"]; + output_json[i]["time_earned"] = 0; + output_json[i]["earned"] = 0; + ++i; + } + ach_file << std::setw(2) << output_json; + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error in webapi key"; + } + else + { + std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; + } + std::cerr << std::endl; + } + } +} diff --git a/generate_items_infos/generate_items_infos.cpp b/generate_items_infos/generate_items_infos.cpp new file mode 100644 index 0000000..4def7b9 --- /dev/null +++ b/generate_items_infos/generate_items_infos.cpp @@ -0,0 +1,157 @@ +#define _CRT_SECURE_NO_WARNINGS + +#include +#include +#include +#include +#include +#include +#include + +#include +#include + +struct ClientCBS +{ + STEAM_CALLBACK(ClientCBS, OnSteamInventoryDefinitionUpdate, SteamInventoryDefinitionUpdate_t); + STEAM_CALLBACK(ClientCBS, OnSteamInventoryResultReady , SteamInventoryResultReady_t); +}; + +bool definition_update = false; + +std::vector split(const std::string& s, char delimiter) +{ + std::vector tokens; + std::string token; + std::istringstream tokenStream(s); + while (std::getline(tokenStream, token, delimiter)) + { + tokens.push_back(token); + } + return tokens; +} + +void ClientCBS::OnSteamInventoryResultReady(SteamInventoryResultReady_t* param) +{ + switch (param->m_result) + { + case k_EResultOK: break; + case k_EResultPending: break; + } + + if (param->m_handle) + { + SteamInventory()->DestroyResult(param->m_handle); + } +} + +void ClientCBS::OnSteamInventoryDefinitionUpdate(SteamInventoryDefinitionUpdate_t* param) +{ + std::ofstream out("items.json", std::ios::out | std::ios::trunc); + nlohmann::json json = nlohmann::json::object(); + SteamItemDef_t* items; + uint32 size = 0; + SteamInventory()->GetItemDefinitionIDs(nullptr, &size); + items = new SteamItemDef_t[size]; + SteamInventory()->GetItemDefinitionIDs(items, &size); + + definition_update = true; + + std::cerr << "Creating json, please wait..." << std::endl; + + for (int i = 0; i < size; ++i) + { + uint32 len; + len = 0; + if (SteamInventory()->GetItemDefinitionProperty(items[i], nullptr, nullptr, &len)) + { + std::string buffer(len, '\0'); + if (SteamInventory()->GetItemDefinitionProperty(items[i], nullptr, &buffer[0], &len)) + { + buffer.pop_back(); + std::vector strs(std::move(split(buffer, ','))); + + std::string key = std::to_string(items[i]); + + for (auto j = strs.begin(); j != strs.end(); ++j) + { + len = 0; + if (SteamInventory()->GetItemDefinitionProperty(items[i], j->c_str(), nullptr, &len)) + { + std::string buffer(len, '\0'); + if (SteamInventory()->GetItemDefinitionProperty(items[i], j->c_str(), &buffer[0], &len)) + { + buffer.pop_back(); + if( *j == "quantity") + json[key][*j] = "0"; + else + json[key][*j] = buffer; + } + } + } + } + } + } + + out << std::setw(2) << json; + + delete[]items; +} + +int main(int argc, char *argv[]) +{ + uint32_t appid; + + if (argc == 2) + { + appid = std::stoi(argv[1]); + } + else + { + std::cout << "Enter the game appid: "; + std::cin >> appid; + } + + std::ofstream steam_api("steam_appid.txt", std::ios::out | std::ios::trunc); + steam_api << appid; + steam_api.close(); + + if (SteamAPI_RestartAppIfNecessary(0)) + { + std::cerr << "This app needs restart" << std::endl; + return EXIT_FAILURE; + } + + if (!SteamAPI_Init()) + { + std::cerr << "SteamAPI_Init() failed" << std::endl; + return EXIT_FAILURE; + } + + auto SUser = SteamUser(); + + if (!SUser->BLoggedOn()) + { + std::cerr << "Steam user is not logged in" << std::endl; + return EXIT_FAILURE; + } + + ClientCBS cbs; + + int max_retry = 10; + while (!definition_update && max_retry-- > 0) + { + std::cerr << "Running LoadItemDefinitions" << std::endl; + bool ret = SteamInventory()->LoadItemDefinitions(); + int retry = 0; + while (retry++ <= 100 && !definition_update) + { + SteamAPI_RunCallbacks(); + std::this_thread::sleep_for(std::chrono::milliseconds(10)); + } + } + + SteamAPI_Shutdown(); + + return 0; +} \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 6f5db63..fe0726a 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -139,7 +139,10 @@ HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT DX10_Hook::DX10_Hook(): initialized(false), pDevice(nullptr), - mainRenderTargetView(nullptr) + mainRenderTargetView(nullptr), + Present(nullptr), + ResizeBuffers(nullptr), + ResizeTarget(nullptr) { _library = LoadLibrary(DLL_NAME); @@ -190,13 +193,9 @@ const char* DX10_Hook::get_lib_name() const return DLL_NAME; } -void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) +void DX10_Hook::loadFunctions(IDXGISwapChain *pSwapChain) { - void** vTable = *reinterpret_cast(pDevice); - -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D10DeviceVTable::X] - -#undef LOAD_FUNC + void** vTable; vTable = *reinterpret_cast(pSwapChain); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index 4979e74..63bb974 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -48,7 +48,7 @@ public: static DX10_Hook* Inst(); virtual const char* get_lib_name() const; - void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); + void loadFunctions(IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 9cda270..81c4afa 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -156,7 +156,10 @@ HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT DX11_Hook::DX11_Hook(): initialized(false), pContext(nullptr), - mainRenderTargetView(nullptr) + mainRenderTargetView(nullptr), + Present(nullptr), + ResizeBuffers(nullptr), + ResizeTarget(nullptr) { _library = LoadLibrary(DLL_NAME); @@ -208,13 +211,9 @@ const char* DX11_Hook::get_lib_name() const return DLL_NAME; } -void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) +void DX11_Hook::loadFunctions(IDXGISwapChain *pSwapChain) { - void** vTable = *reinterpret_cast(pDevice); - -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D11DeviceVTable::X] - -#undef LOAD_FUNC + void** vTable; vTable = *reinterpret_cast(pSwapChain); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index 83de88d..c0ceea3 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -48,7 +48,7 @@ public: static DX11_Hook* Inst(); virtual const char* get_lib_name() const; - void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); + void loadFunctions(IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 7b9f09b..2665170 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -178,7 +178,7 @@ DX12_Hook::DX12_Hook(): { _library = LoadLibrary(DLL_NAME); - PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.\n"); + PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n"); // Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX12 will be used to render the overlay. @@ -223,25 +223,10 @@ const char* DX12_Hook::get_lib_name() const return DLL_NAME; } -void DX12_Hook::loadFunctions(ID3D12Device* pDevice, ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain) +void DX12_Hook::loadFunctions(ID3D12CommandList* pCommandList, IDXGISwapChain *pSwapChain) { - void** vTable = *reinterpret_cast(pDevice); -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X] + void** vTable; -#undef LOAD_FUNC - - vTable = *reinterpret_cast(pCommandQueue); -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] - LOAD_FUNC(ExecuteCommandLists); -#undef LOAD_FUNC - - - ID3D12CommandAllocator* pCommandAllocator; - ID3D12CommandList* pCommandList; - - pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); - pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); - vTable = *reinterpret_cast(pCommandList); #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X] LOAD_FUNC(Close); @@ -253,9 +238,6 @@ void DX12_Hook::loadFunctions(ID3D12Device* pDevice, ID3D12CommandQueue* pComman LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC - - pCommandList->Release(); - pCommandAllocator->Release(); } #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 0889ce0..4556c52 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -52,7 +52,7 @@ public: static DX12_Hook* Inst(); virtual const char* get_lib_name() const; - void loadFunctions(ID3D12Device *pDevice, ID3D12CommandQueue *pCommandQueue, IDXGISwapChain *pSwapChain); + void loadFunctions(ID3D12CommandList *pCommandList, IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 4b18fa6..aaa4e82 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -49,13 +49,13 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* } else { - _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); - if (pDevice) - { + //_this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); + //if (pDevice) + //{ // DX12_Hook* hook = DX12_Hook::Inst(); // if (hook->start_hook()) // inst.AddHook(hook); - } + //} } } if (pDevice) pDevice->Release(); @@ -142,11 +142,14 @@ void Hook_Manager::HookDX9Present(IDirect3DDevice9* pDevice, bool ex) } } -void Hook_Manager::HookwglMakeCurrent() +void Hook_Manager::HookwglMakeCurrent(BOOL(WINAPI* wglMakeCurrent)(HDC, HGLRC)) { if (!_ogl_hooked) { _ogl_hooked = true; + + _wglMakeCurrent = wglMakeCurrent; + rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( @@ -167,28 +170,32 @@ void Hook_Manager::hook_dx9() IDirect3D9Ex* pD3D = nullptr; IUnknown* pDevice = nullptr; - - D3DPRESENT_PARAMETERS params = {}; - params.BackBufferWidth = 1; - params.BackBufferHeight = 1; - params.hDeviceWindow = hWnd; - params.BackBufferCount = 1; - params.Windowed = TRUE; - params.SwapEffect = D3DSWAPEFFECT_DISCARD; - - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex"); - if (Direct3DCreate9Ex != nullptr) + HMODULE library = GetModuleHandle(DX9_Hook::DLL_NAME); + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = nullptr; + if (library != nullptr) { - Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); - } - else - { - decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9"); - if (Direct3DCreate9) + Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(library, "Direct3DCreate9Ex"); + D3DPRESENT_PARAMETERS params = {}; + params.BackBufferWidth = 1; + params.BackBufferHeight = 1; + params.hDeviceWindow = hWnd; + params.BackBufferCount = 1; + params.Windowed = TRUE; + params.SwapEffect = D3DSWAPEFFECT_DISCARD; + + if (Direct3DCreate9Ex != nullptr) { - pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); - pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); + Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); + } + else + { + decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(library, "Direct3DCreate9"); + if (Direct3DCreate9 != nullptr) + { + pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); + pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); + } } } @@ -218,30 +225,37 @@ void Hook_Manager::hook_dx10() if (!hWnd) return; - IDXGISwapChain* pSwapChain; - ID3D10Device* pDevice; - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = - (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(GetModuleHandle(DX10_Hook::DLL_NAME), "D3D10CreateDeviceAndSwapChain"); - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; + IDXGISwapChain* pSwapChain = nullptr; + ID3D10Device* pDevice = nullptr; + HMODULE library = GetModuleHandle(DX10_Hook::DLL_NAME); + if (library != nullptr) + { + decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = + (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(library, "D3D10CreateDeviceAndSwapChain"); + if (D3D10CreateDeviceAndSwapChain != nullptr) + { + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = hWnd; + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; - if (pDevice != nullptr && pSwapChain != nullptr) + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + } + } + if (pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); auto h = DX10_Hook::Inst(); - h->loadFunctions(pDevice, pSwapChain); + h->loadFunctions(pSwapChain); _hooks.insert(h); HookDXGIPresent(pSwapChain); } @@ -262,30 +276,37 @@ void Hook_Manager::hook_dx11() if (!hWnd) return; - IDXGISwapChain* pSwapChain; - ID3D11Device* pDevice; - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = - (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(GetModuleHandle(DX11_Hook::DLL_NAME), "D3D11CreateDeviceAndSwapChain"); - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; + IDXGISwapChain* pSwapChain = nullptr; + ID3D11Device* pDevice = nullptr; + HMODULE library = GetModuleHandle(DX11_Hook::DLL_NAME); + if (library != nullptr) + { + decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = + (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(library, "D3D11CreateDeviceAndSwapChain"); + if (D3D11CreateDeviceAndSwapChain != nullptr) + { + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = hWnd; + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; - if (pDevice != nullptr && pSwapChain != nullptr) + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + } + } + if (pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); auto h = DX11_Hook::Inst(); - h->loadFunctions(pDevice, pSwapChain); + h->loadFunctions(pSwapChain); _hooks.insert(h); HookDXGIPresent(pSwapChain); } @@ -309,53 +330,81 @@ void Hook_Manager::hook_dx12() IDXGIFactory4* pDXGIFactory = nullptr; IDXGISwapChain1* pSwapChain = nullptr; - D3D12_COMMAND_QUEUE_DESC queueDesc = {}; ID3D12CommandQueue* pCommandQueue = nullptr; ID3D12Device* pDevice = nullptr; + ID3D12CommandAllocator* pCommandAllocator = nullptr; + ID3D12CommandList* pCommandList = nullptr; - decltype(D3D12CreateDevice)* D3D12CreateDevice = - (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); - - D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); - - if (pDevice) + HMODULE library = GetModuleHandle(DX12_Hook::DLL_NAME); + if (library != nullptr) { - DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; - SwapChainDesc.BufferCount = 2; - SwapChainDesc.Width = 1; - SwapChainDesc.Height = 1; - SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.Stereo = FALSE; - SwapChainDesc.SampleDesc = { 1, 0 }; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.Scaling = DXGI_SCALING_NONE; - SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; - SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + decltype(D3D12CreateDevice)* D3D12CreateDevice = + (decltype(D3D12CreateDevice))GetProcAddress(library, "D3D12CreateDevice"); - queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); - - if (pCommandQueue) + if (D3D12CreateDevice != nullptr) { - reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); - auto h = DX12_Hook::Inst(); - h->loadFunctions(pDevice, pCommandQueue, pSwapChain); - _hooks.insert(h); - HookDXGIPresent(pSwapChain); - } - else + if (pDevice != nullptr) { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } - } + DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.Width = 1; + SwapChainDesc.Height = 1; + SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.Stereo = FALSE; + SwapChainDesc.SampleDesc = { 1, 0 }; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.Scaling = DXGI_SCALING_NONE; + SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); + + if (pCommandQueue != nullptr) + { + HMODULE dxgi = GetModuleHandle("dxgi.dll"); + if (dxgi != nullptr) + { + decltype(CreateDXGIFactory1)* CreateDXGIFactory1 = (decltype(CreateDXGIFactory1))GetProcAddress(dxgi, "CreateDXGIFactory1"); + if (CreateDXGIFactory1 != nullptr) + { + CreateDXGIFactory1(IID_PPV_ARGS(&pDXGIFactory)); + if (pDXGIFactory != nullptr) + { + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); + + pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); + if (pCommandAllocator != nullptr) + { + pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); + } + } + } + } + } + }//if (pDevice != nullptr) + }//if (D3D12CreateDevice != nullptr) + }//if (library != nullptr) + if (pSwapChain != nullptr && pCommandList != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + + auto h = DX12_Hook::Inst(); + h->loadFunctions(pCommandList, pSwapChain); + _hooks.insert(h); + HookDXGIPresent(pSwapChain); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); } + if (pCommandList) pCommandList->Release(); + if (pCommandAllocator) pCommandAllocator->Release(); if (pSwapChain) pSwapChain->Release(); if (pDXGIFactory) pDXGIFactory->Release(); if (pCommandQueue) pCommandQueue->Release(); @@ -367,8 +416,21 @@ void Hook_Manager::hook_opengl() { if (!_ogl_hooked && !_renderer_found) { - _wglMakeCurrent = (decltype(_wglMakeCurrent))GetProcAddress(GetModuleHandle(OpenGL_Hook::DLL_NAME), "wglMakeCurrent"); - HookwglMakeCurrent(); + HMODULE library = GetModuleHandle(OpenGL_Hook::DLL_NAME); + decltype(wglMakeCurrent)* wglMakeCurrent = nullptr; + if (library != nullptr) + { + _wglMakeCurrent = (decltype(_wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); + } + if (wglMakeCurrent != nullptr) + { + PRINT_DEBUG("Hooked wglMakeCurrent to detect OpenGL\n"); + HookwglMakeCurrent(wglMakeCurrent); + } + else + { + PRINT_DEBUG("Failed to Hook wglMakeCurrent to detect OpenGL\n"); + } } } diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 8f1e367..0722cbf 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -59,7 +59,7 @@ protected: // DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay void HookDX9Present(IDirect3DDevice9* pDevice, bool ex); // wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay - void HookwglMakeCurrent(); + void HookwglMakeCurrent(BOOL (WINAPI *wglMakeCurrent)(HDC, HGLRC)); // Setup DX9 Device and get vtable void hook_dx9(); // Setup DX10 Device and get vtable diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index f22712d..ab8b3e5 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -369,6 +369,17 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::End(); } +void Steam_Overlay::BuildNotifications() +{ + //ImGui::SetNextWindowPos(ImVec2{ (float)width - 300, (float)height - 80 }); + //ImGui::SetNextWindowSize(ImVec2{ 300.0, 80.0 }); + //ImGui::Begin("##notification", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse + // | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing + // | ImGuiWindowFlags_NoDecoration); + // + //ImGui::End(); +} + // Try to make this function as short as possible or it might affect game's fps. void Steam_Overlay::OverlayProc( int width, int height ) { @@ -430,6 +441,7 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::End(); }// if(show_overlay) + BuildNotifications(); } void Steam_Overlay::Callback(Common_Message *msg) diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index c3337f5..45fd514 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -80,7 +80,8 @@ class Steam_Overlay void BuildContextMenu(Friend const& frd, friend_window_state &state); // Double click on friend void BuildFriendWindow(Friend const& frd, friend_window_state &state); - + // Notifications like achievements, chat and invitations + void BuildNotifications(); public: Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); From ff25f294f04caf0cc237493475ec5a26863a4b43 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 00:16:53 +0200 Subject: [PATCH 085/152] Fixed typo --- overlay_experimental/Hook_Manager.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index aaa4e82..ca6523c 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -420,7 +420,7 @@ void Hook_Manager::hook_opengl() decltype(wglMakeCurrent)* wglMakeCurrent = nullptr; if (library != nullptr) { - _wglMakeCurrent = (decltype(_wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); + wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); } if (wglMakeCurrent != nullptr) { From 44d583ee7dba0c58af385f0b7fc45c27d6c41b73 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 15:38:07 +0200 Subject: [PATCH 086/152] Added class Renderer_Detector. Hook_Manager now only manages hooks. Renderer_Detector is used to detect the game's renderer. There will be 2 version of it. 1 for windows and 1 for Linux. --- overlay_experimental/Base_Hook.cpp | 3 +- overlay_experimental/Base_Hook.h | 1 - overlay_experimental/DX10_Hook.cpp | 17 +- overlay_experimental/DX10_Hook.h | 4 +- overlay_experimental/DX11_Hook.cpp | 17 +- overlay_experimental/DX11_Hook.h | 4 +- overlay_experimental/DX12_Hook.cpp | 32 +- overlay_experimental/DX12_Hook.h | 6 +- overlay_experimental/DX9_Hook.cpp | 21 +- overlay_experimental/DX9_Hook.h | 4 +- overlay_experimental/Hook_Manager.cpp | 572 +----------------- overlay_experimental/Hook_Manager.h | 77 +-- overlay_experimental/OpenGL_Hook.cpp | 30 +- overlay_experimental/OpenGL_Hook.h | 5 +- overlay_experimental/Renderer_Detector.cpp | 670 +++++++++++++++++++++ overlay_experimental/Renderer_Detector.h | 68 +++ overlay_experimental/Windows_Hook.cpp | 73 +-- overlay_experimental/Windows_Hook.h | 12 +- overlay_experimental/steam_overlay.cpp | 8 +- 19 files changed, 865 insertions(+), 759 deletions(-) create mode 100644 overlay_experimental/Renderer_Detector.cpp create mode 100644 overlay_experimental/Renderer_Detector.h diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 3c73584..6189f2a 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -12,8 +12,7 @@ #include Base_Hook::Base_Hook(): - _library(nullptr), - _hooked(false) + _library(nullptr) {} Base_Hook::~Base_Hook() diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 55fbfae..28fdcdb 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -14,7 +14,6 @@ protected: std::vector> _hooked_funcs; void* _library; - bool _hooked; Base_Hook(const Base_Hook&) = delete; Base_Hook(Base_Hook&&) = delete; diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index fe0726a..f7895d3 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -1,6 +1,6 @@ #include "DX10_Hook.h" #include "Windows_Hook.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY @@ -13,17 +13,16 @@ DX10_Hook* DX10_Hook::_inst = nullptr; bool DX10_Hook::start_hook() { bool res = true; - if (!_hooked) + if (!hooked) { - if (!Windows_Hook::Inst().start_hook()) + if (!Windows_Hook::Inst()->start_hook()) return false; PRINT_DEBUG("Hooked DirectX 10\n"); - _hooked = true; + hooked = true; - Hook_Manager::Inst().FoundRenderer(this); + Renderer_Detector::Inst().renderer_found(this); - UnhookAll(); BeginHook(); HookFuncs( std::make_pair(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent), @@ -44,7 +43,7 @@ void DX10_Hook::resetRenderState() mainRenderTargetView->Release(); ImGui_ImplDX10_Shutdown(); - Windows_Hook::Inst().resetRenderState(); + Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -80,7 +79,7 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) } ImGui_ImplDX10_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); + Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); ImGui::NewFrame(); @@ -138,6 +137,7 @@ HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT DX10_Hook::DX10_Hook(): initialized(false), + hooked(false), pDevice(nullptr), mainRenderTargetView(nullptr), Present(nullptr), @@ -169,7 +169,6 @@ DX10_Hook::~DX10_Hook() //ImGui_ImplDX10_Shutdown(); ImGui_ImplDX10_InvalidateDeviceObjects(); - Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index 63bb974..972be00 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -16,13 +16,13 @@ private: static DX10_Hook* _inst; // Variables + bool hooked; bool initialized; ID3D10Device* pDevice; ID3D10RenderTargetView* mainRenderTargetView; // Functions DX10_Hook(); - virtual ~DX10_Hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain *pSwapChain); @@ -44,6 +44,8 @@ private: //decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; public: + virtual ~DX10_Hook(); + bool start_hook(); static DX10_Hook* Inst(); virtual const char* get_lib_name() const; diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 81c4afa..ae728fe 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -1,6 +1,6 @@ #include "DX11_Hook.h" #include "Windows_Hook.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY @@ -23,17 +23,16 @@ HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** bool DX11_Hook::start_hook() { bool res = true; - if (!_hooked) + if (!hooked) { - if (!Windows_Hook::Inst().start_hook()) + if (!Windows_Hook::Inst()->start_hook()) return false; PRINT_DEBUG("Hooked DirectX 11\n"); - _hooked = true; + hooked = true; - Hook_Manager::Inst().FoundRenderer(this); + Renderer_Detector::Inst().renderer_found(this); - UnhookAll(); BeginHook(); HookFuncs( std::make_pair(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent), @@ -55,7 +54,7 @@ void DX11_Hook::resetRenderState() pContext->Release(); ImGui_ImplDX11_Shutdown(); - Windows_Hook::Inst().resetRenderState(); + Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -92,7 +91,7 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) } ImGui_ImplDX11_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); + Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); ImGui::NewFrame(); @@ -155,6 +154,7 @@ HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT DX11_Hook::DX11_Hook(): initialized(false), + hooked(false), pContext(nullptr), mainRenderTargetView(nullptr), Present(nullptr), @@ -187,7 +187,6 @@ DX11_Hook::~DX11_Hook() //ImGui_ImplDX11_Shutdown(); ImGui_ImplDX11_InvalidateDeviceObjects(); - Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index c0ceea3..a56bc66 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -16,13 +16,13 @@ private: static DX11_Hook* _inst; // Variables + bool hooked; bool initialized; ID3D11DeviceContext* pContext; ID3D11RenderTargetView* mainRenderTargetView; // Functions DX11_Hook(); - virtual ~DX11_Hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); @@ -44,6 +44,8 @@ private: //decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; public: + virtual ~DX11_Hook(); + bool start_hook(); static DX11_Hook* Inst(); virtual const char* get_lib_name() const; diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 2665170..89f0ef6 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -1,6 +1,6 @@ #include "DX12_Hook.h" #include "Windows_Hook.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY @@ -15,17 +15,16 @@ DX12_Hook* DX12_Hook::_inst = nullptr; bool DX12_Hook::start_hook() { bool res = true; - if (!_hooked) + if (!hooked) { - if (!Windows_Hook::Inst().start_hook()) + if (!Windows_Hook::Inst()->start_hook()) return false; PRINT_DEBUG("Hooked DirectX 12\n"); - _hooked = true; + hooked = true; - Hook_Manager::Inst().FoundRenderer(this); + Renderer_Detector::Inst().renderer_found(this); - UnhookAll(); BeginHook(); HookFuncs( std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), @@ -48,7 +47,7 @@ void DX12_Hook::resetRenderState() pSrvDescHeap->Release(); ImGui_ImplDX12_Shutdown(); - Windows_Hook::Inst().resetRenderState(); + Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -147,7 +146,7 @@ void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_thi if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) { ImGui_ImplDX12_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(me->sc_desc.OutputWindow); + Windows_Hook::Inst()->prepareForOverlay(me->sc_desc.OutputWindow); ImGui::NewFrame(); @@ -174,7 +173,14 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this) } DX12_Hook::DX12_Hook(): - initialized(false) + initialized(false), + hooked(false), + pSrvDescHeap(nullptr), + Present(nullptr), + ResizeBuffers(nullptr), + ResizeTarget(nullptr), + ExecuteCommandLists(nullptr), + Close(nullptr) { _library = LoadLibrary(DLL_NAME); @@ -199,7 +205,6 @@ DX12_Hook::~DX12_Hook() { //ImGui_ImplDX12_Shutdown(); ImGui_ImplDX12_InvalidateDeviceObjects(); - Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -223,10 +228,15 @@ const char* DX12_Hook::get_lib_name() const return DLL_NAME; } -void DX12_Hook::loadFunctions(ID3D12CommandList* pCommandList, IDXGISwapChain *pSwapChain) +void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain *pSwapChain) { void** vTable; + vTable = *reinterpret_cast(pCommandList); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] + LOAD_FUNC(ExecuteCommandLists); +#undef LOAD_FUNC + vTable = *reinterpret_cast(pCommandList); #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X] LOAD_FUNC(Close); diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 4556c52..7bf7fa4 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -17,6 +17,7 @@ private: static DX12_Hook* _inst; // Variables + bool hooked; bool initialized; DXGI_SWAP_CHAIN_DESC sc_desc; @@ -24,7 +25,6 @@ private: // Functions DX12_Hook(); - virtual ~DX12_Hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); @@ -48,11 +48,13 @@ private: //decltype(D3D12CreateDevice)* D3D12CreateDevice; public: + virtual ~DX12_Hook(); + bool start_hook(); static DX12_Hook* Inst(); virtual const char* get_lib_name() const; - void loadFunctions(ID3D12CommandList *pCommandList, IDXGISwapChain *pSwapChain); + void loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain* pSwapChain); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index e5a0113..f663b01 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -1,6 +1,6 @@ #include "DX9_Hook.h" #include "Windows_Hook.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY @@ -14,17 +14,16 @@ DX9_Hook* DX9_Hook::_inst = nullptr; bool DX9_Hook::start_hook() { - if (!_hooked) + if (!hooked) { - if (!Windows_Hook::Inst().start_hook()) + if (!Windows_Hook::Inst()->start_hook()) return false; PRINT_DEBUG("Hooked DirectX 9\n"); - _hooked = true; - - Hook_Manager::Inst().FoundRenderer(this); + hooked = true; - UnhookAll(); + Renderer_Detector::Inst().renderer_found(this); + BeginHook(); HookFuncs( std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), @@ -50,7 +49,7 @@ void DX9_Hook::resetRenderState() { initialized = false; ImGui_ImplDX9_Shutdown(); - Windows_Hook::Inst().resetRenderState(); + Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); } } @@ -68,7 +67,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) pDevice->GetCreationParameters(¶m); // Workaround to detect if we changed window. - if (param.hFocusWindow != Windows_Hook::Inst().GetGameHwnd()) + if (param.hFocusWindow != Windows_Hook::Inst()->GetGameHwnd()) resetRenderState(); if (!initialized) @@ -82,7 +81,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) } ImGui_ImplDX9_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(param.hFocusWindow); + Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow); ImGui::NewFrame(); @@ -147,6 +146,7 @@ HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST DX9_Hook::DX9_Hook(): initialized(false), + hooked(false), uses_present(false), EndScene(nullptr), Present(nullptr), @@ -177,7 +177,6 @@ DX9_Hook::~DX9_Hook() //ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release()) // maybe because D3D is already shut down when we try to free the device? ImGui_ImplDX9_InvalidateDeviceObjects(); - Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); } diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 6239f1b..28f35ab 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -16,12 +16,12 @@ private: static DX9_Hook* _inst; // Variables + bool hooked; bool initialized; bool uses_present; // Functions DX9_Hook(); - virtual ~DX9_Hook(); void resetRenderState(); void prepareForOverlay(IDirect3DDevice9* pDevice); @@ -45,6 +45,8 @@ private: //decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; public: + virtual ~DX9_Hook(); + bool start_hook(); static DX9_Hook* Inst(); virtual const char* get_lib_name() const; diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index ca6523c..b1888e5 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -3,545 +3,7 @@ #ifndef NO_OVERLAY -#include "../detours/detours.h" - -#ifdef STEAM_WIN32 -#include "DX12_Hook.h" -#include "DX11_Hook.h" -#include "DX10_Hook.h" -#include "DX9_Hook.h" -#include "Windows_Hook.h" -#endif - -#include "OpenGL_Hook.h" - -#include - -constexpr int max_hook_retries = 500; - -#ifdef STEAM_WIN32 -static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; -static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; -static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx = nullptr; -static decltype(wglMakeCurrent)* _wglMakeCurrent = nullptr; - -HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) -{ - Hook_Manager& inst = Hook_Manager::Inst(); - if (!inst.stop_retry()) - { - IUnknown* pDevice = nullptr; - _this->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice); - if (pDevice) - { - DX10_Hook* hook = DX10_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); - } - else - { - _this->GetDevice(__uuidof(ID3D11Device), (void**)& pDevice); - if (pDevice) - { - DX11_Hook* hook = DX11_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); - } - else - { - //_this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); - //if (pDevice) - //{ - // DX12_Hook* hook = DX12_Hook::Inst(); - // if (hook->start_hook()) - // inst.AddHook(hook); - //} - } - } - if (pDevice) pDevice->Release(); - } - - return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); -} - -HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) -{ - Hook_Manager& inst = Hook_Manager::Inst(); - if (!inst.stop_retry()) - { - DX9_Hook* hook = DX9_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); - } - return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); -} - -HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) -{ - Hook_Manager& inst = Hook_Manager::Inst(); - if (!inst.stop_retry()) - { - DX9_Hook* hook = DX9_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); - } - return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); -} - -BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) -{ - Hook_Manager& inst = Hook_Manager::Inst(); - if (!inst.stop_retry()) - { - OpenGL_Hook* hook = OpenGL_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); - } - return _wglMakeCurrent(hDC, hGLRC); -} - -void Hook_Manager::HookDXGIPresent(IDXGISwapChain *pSwapChain) -{ - if (!_dxgi_hooked) - { - _dxgi_hooked = true; - (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDXGISwapChain_Present, &Hook_Manager::MyIDXGISwapChain_Present) - ); - - rendererdetect_hook->EndHook(); - } -} - -void Hook_Manager::HookDX9Present(IDirect3DDevice9* pDevice, bool ex) -{ - if (!_dx9_hooked) - { - _dx9_hooked = true; - (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::Present]; - if (ex) - (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::PresentEx]; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDirect3DDevice9_Present, &Hook_Manager::MyPresent) - ); - if (ex) - { - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Hook_Manager::MyPresentEx) - ); - } - - rendererdetect_hook->EndHook(); - } -} - -void Hook_Manager::HookwglMakeCurrent(BOOL(WINAPI* wglMakeCurrent)(HDC, HGLRC)) -{ - if (!_ogl_hooked) - { - _ogl_hooked = true; - - _wglMakeCurrent = wglMakeCurrent; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _wglMakeCurrent, &Hook_Manager::MywglMakeCurrent) - ); - - rendererdetect_hook->EndHook(); - } -} - -void Hook_Manager::hook_dx9() -{ - if (!_dx9_hooked && !_renderer_found) - { - HWND hWnd = GetGameWindow(); - if (!hWnd) - return; - - IDirect3D9Ex* pD3D = nullptr; - IUnknown* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX9_Hook::DLL_NAME); - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = nullptr; - if (library != nullptr) - { - Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(library, "Direct3DCreate9Ex"); - D3DPRESENT_PARAMETERS params = {}; - params.BackBufferWidth = 1; - params.BackBufferHeight = 1; - params.hDeviceWindow = hWnd; - params.BackBufferCount = 1; - params.Windowed = TRUE; - params.SwapEffect = D3DSWAPEFFECT_DISCARD; - - if (Direct3DCreate9Ex != nullptr) - { - Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); - } - else - { - decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(library, "Direct3DCreate9"); - if (Direct3DCreate9 != nullptr) - { - pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); - pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); - } - } - } - - if (pDevice != nullptr) - { - PRINT_DEBUG("Hooked D3D9::Present to detect DX Version\n"); - auto h = DX9_Hook::Inst(); - h->loadFunctions(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); - _hooks.insert(h); - HookDX9Present(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); - } - else - { - PRINT_DEBUG("Failed to hook D3D9::Present to detect DX Version\n"); - } - - if (pDevice) pDevice->Release(); - if (pD3D) pD3D->Release(); - } -} - -void Hook_Manager::hook_dx10() -{ - if (!_dxgi_hooked && !_renderer_found) - { - HWND hWnd = GetGameWindow(); - if (!hWnd) - return; - - IDXGISwapChain* pSwapChain = nullptr; - ID3D10Device* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX10_Hook::DLL_NAME); - if (library != nullptr) - { - decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = - (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(library, "D3D10CreateDeviceAndSwapChain"); - if (D3D10CreateDeviceAndSwapChain != nullptr) - { - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; - - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); - } - } - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - auto h = DX10_Hook::Inst(); - h->loadFunctions(pSwapChain); - _hooks.insert(h); - HookDXGIPresent(pSwapChain); - } - else - { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } - if (pDevice)pDevice->Release(); - if (pSwapChain)pSwapChain->Release(); - } -} - -void Hook_Manager::hook_dx11() -{ - if (!_dxgi_hooked && !_renderer_found) - { - HWND hWnd = GetGameWindow(); - if (!hWnd) - return; - - IDXGISwapChain* pSwapChain = nullptr; - ID3D11Device* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX11_Hook::DLL_NAME); - if (library != nullptr) - { - decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = - (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(library, "D3D11CreateDeviceAndSwapChain"); - if (D3D11CreateDeviceAndSwapChain != nullptr) - { - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; - - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); - } - } - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - auto h = DX11_Hook::Inst(); - h->loadFunctions(pSwapChain); - _hooks.insert(h); - HookDXGIPresent(pSwapChain); - } - else - { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } - - if (pDevice) pDevice->Release(); - if (pSwapChain) pSwapChain->Release(); - } -} - -void Hook_Manager::hook_dx12() -{ - if (!_dxgi_hooked && !_renderer_found) - { - HWND hWnd = GetGameWindow(); - if (!hWnd) - return; - - IDXGIFactory4* pDXGIFactory = nullptr; - IDXGISwapChain1* pSwapChain = nullptr; - ID3D12CommandQueue* pCommandQueue = nullptr; - ID3D12Device* pDevice = nullptr; - ID3D12CommandAllocator* pCommandAllocator = nullptr; - ID3D12CommandList* pCommandList = nullptr; - - HMODULE library = GetModuleHandle(DX12_Hook::DLL_NAME); - if (library != nullptr) - { - decltype(D3D12CreateDevice)* D3D12CreateDevice = - (decltype(D3D12CreateDevice))GetProcAddress(library, "D3D12CreateDevice"); - - if (D3D12CreateDevice != nullptr) - { - D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); - - if (pDevice != nullptr) - { - DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; - SwapChainDesc.BufferCount = 2; - SwapChainDesc.Width = 1; - SwapChainDesc.Height = 1; - SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.Stereo = FALSE; - SwapChainDesc.SampleDesc = { 1, 0 }; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.Scaling = DXGI_SCALING_NONE; - SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; - SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; - - D3D12_COMMAND_QUEUE_DESC queueDesc = {}; - queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); - - if (pCommandQueue != nullptr) - { - HMODULE dxgi = GetModuleHandle("dxgi.dll"); - if (dxgi != nullptr) - { - decltype(CreateDXGIFactory1)* CreateDXGIFactory1 = (decltype(CreateDXGIFactory1))GetProcAddress(dxgi, "CreateDXGIFactory1"); - if (CreateDXGIFactory1 != nullptr) - { - CreateDXGIFactory1(IID_PPV_ARGS(&pDXGIFactory)); - if (pDXGIFactory != nullptr) - { - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); - - pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); - if (pCommandAllocator != nullptr) - { - pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); - } - } - } - } - } - }//if (pDevice != nullptr) - }//if (D3D12CreateDevice != nullptr) - }//if (library != nullptr) - if (pSwapChain != nullptr && pCommandList != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - - auto h = DX12_Hook::Inst(); - h->loadFunctions(pCommandList, pSwapChain); - _hooks.insert(h); - HookDXGIPresent(pSwapChain); - } - else - { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } - - if (pCommandList) pCommandList->Release(); - if (pCommandAllocator) pCommandAllocator->Release(); - if (pSwapChain) pSwapChain->Release(); - if (pDXGIFactory) pDXGIFactory->Release(); - if (pCommandQueue) pCommandQueue->Release(); - if (pDevice) pDevice->Release(); - } -} - -void Hook_Manager::hook_opengl() -{ - if (!_ogl_hooked && !_renderer_found) - { - HMODULE library = GetModuleHandle(OpenGL_Hook::DLL_NAME); - decltype(wglMakeCurrent)* wglMakeCurrent = nullptr; - if (library != nullptr) - { - wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); - } - if (wglMakeCurrent != nullptr) - { - PRINT_DEBUG("Hooked wglMakeCurrent to detect OpenGL\n"); - HookwglMakeCurrent(wglMakeCurrent); - } - else - { - PRINT_DEBUG("Failed to Hook wglMakeCurrent to detect OpenGL\n"); - } - } -} - -void Hook_Manager::create_hook(const char* libname) -{ - if (!_stricmp(libname, "d3d9.dll")) - Hook_Manager::Inst().hook_dx9(); - else if (!_stricmp(libname, "d3d10.dll")) - Hook_Manager::Inst().hook_dx10(); - else if (!_stricmp(libname, "d3d11.dll")) - Hook_Manager::Inst().hook_dx11(); - else if (!_stricmp(libname, "d3d12.dll")) - Hook_Manager::Inst().hook_dx12(); - else if (!_stricmp(libname, "opengl32.dll")) - Hook_Manager::Inst().hook_opengl(); -} - -//void Hook_Manager::create_hookW(const wchar_t *libname) -//{ -// if (!_wcsicmp(libname, L"d3d9.dll")) -// Hook_Manager::Inst().hook_dx9(); -// else if (!_wcsicmp(libname, L"d3d10.dll")) -// Hook_Manager::Inst().hook_dx10(); -// else if (!_wcsicmp(libname, L"d3d11.dll")) -// Hook_Manager::Inst().hook_dx11(); -// else if (!_wcsicmp(libname, L"d3d12.dll")) -// Hook_Manager::Inst().hook_dx12(); -// else if (!_wcsicmp(libname, L"opengl32.dll")) -// Hook_Manager::Inst().hook_opengl(); -//} -// -//HMODULE WINAPI Hook_Manager::MyLoadLibraryA(LPCTSTR lpLibFileName) -//{ -// auto res = _LoadLibraryA(lpLibFileName); -// Hook_Manager::Inst().create_hookA(lpLibFileName); -// return res; -//} -// -//HMODULE WINAPI Hook_Manager::MyLoadLibraryW(LPCWSTR lpLibFileName) -//{ -// auto res = _LoadLibraryW(lpLibFileName); -// Hook_Manager::Inst().create_hookW(lpLibFileName); -// return res; -//} -// -//HMODULE WINAPI Hook_Manager::MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) -//{ -// auto res = _LoadLibraryA(lpLibFileName); -// Hook_Manager::Inst().create_hookA(lpLibFileName); -// return res; -//} -// -//HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) -//{ -// auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags); -// Hook_Manager::Inst().create_hookW(lpLibFileName); -// return res; -//} - -bool Hook_Manager::stop_retry() -{ - // Retry or not - bool stop = ++_hook_retries >= max_hook_retries; - - if (stop) - FoundRenderer(nullptr); - - return stop; -} - -void Hook_Manager::find_renderer(Hook_Manager* _this) -{ - _this->rendererdetect_hook = new Base_Hook(); - _this->AddHook(_this->rendererdetect_hook); - - std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; - - while (!_this->_renderer_found && !_this->stop_retry()) - { - std::vector::const_iterator it = libraries.begin(); - while (it != libraries.end()) - { - it = std::find_if(it, libraries.end(), [](std::string const& name) { - auto x = GetModuleHandle(name.c_str()); - if (x != NULL) - return true; - return false; - }); - - if (it == libraries.end()) - break; - - _this->create_hook(it->c_str()); - ++it; - } - - std::this_thread::sleep_for(std::chrono::milliseconds(500)); - } -} - -#endif - -Hook_Manager::Hook_Manager(): - _hook_retries(0), -#ifdef STEAM_WIN32 - _loadlibrary_hooked(false), - _dxgi_hooked(false), - _dx9_hooked(false), -#endif - _renderer_found(false), - _ogl_hooked(false) +Hook_Manager::Hook_Manager() {} Hook_Manager::~Hook_Manager() @@ -556,36 +18,18 @@ Hook_Manager& Hook_Manager::Inst() return hook; } -void Hook_Manager::HookRenderer() +void Hook_Manager::AddHook(Base_Hook* hook) { -#ifdef STEAM_WIN32 - _hook_thread = new std::thread(&Hook_Manager::find_renderer, this); -#endif + _hooks.insert(hook); } -void Hook_Manager::FoundRenderer(Base_Hook* hook) +void Hook_Manager::RemoveHook(Base_Hook* hook) { - if (!_renderer_found) + auto it = _hooks.find(hook); + if (it != _hooks.end()) { - _renderer_found = true; - game_renderer = hook; - - if (hook == nullptr) - PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); - else - PRINT_DEBUG("Hooked renderer in %d tries\n", _hook_retries); - - _hook_thread->join(); - delete _hook_thread; - _hook_thread = nullptr; - - // Remove all hooks that are unused - std::set::iterator item; - while ((item = std::find_if(_hooks.begin(), _hooks.end(), [hook](Base_Hook* item) {return item != hook; })) != _hooks.end()) - { - delete *item; - _hooks.erase(item); - } + delete hook; + _hooks.erase(it); } } diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 0722cbf..8d84170 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -6,15 +6,6 @@ #ifndef NO_OVERLAY #include -#include - -#if defined(_WIN32) || defined(WIN32) -#include - -struct IDXGISwapChain; -struct IDirect3DDevice9; -struct IDirect3DDevice9Ex; -#endif /* * @@ -22,9 +13,6 @@ struct IDirect3DDevice9Ex; class Hook_Manager { friend class Base_Hook; -public: - using overlayProc_t = void(*)(int,int); - using hookReady_t = void(*)(void*); protected: // TODO: If needed, create a second vector with only the renderers hook @@ -32,75 +20,14 @@ protected: // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? std::set _hooks; - std::thread *_hook_thread; - unsigned int _hook_retries; - bool _renderer_found; // Is the renderer hooked ? - bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) - Base_Hook* rendererdetect_hook; - Base_Hook* game_renderer; - class Steam_Overlay* overlay; - Hook_Manager(); virtual ~Hook_Manager(); - - // Setup opengl device - void hook_opengl(); - - bool stop_retry(); - //void HookLoadLibrary(); - -#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) - bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ? - bool _dx9_hooked; // DX9 Present and PresentEx Hooked ? - bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12) - - // DXGIPresent will be used to detect if DX10, DX11 or DX12 should be used for overlay - void HookDXGIPresent(IDXGISwapChain* pSwapChain); - // DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay - void HookDX9Present(IDirect3DDevice9* pDevice, bool ex); - // wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay - void HookwglMakeCurrent(BOOL (WINAPI *wglMakeCurrent)(HDC, HGLRC)); - // Setup DX9 Device and get vtable - void hook_dx9(); - // Setup DX10 Device and get vtable - void hook_dx10(); - // Setup DX11 Device and get vtable - void hook_dx11(); - // Setup DX12 Device and get vtable - void hook_dx12(); - - void create_hook(const char* libname); - //void create_hookW(const wchar_t* libname); - - static void find_renderer(Hook_Manager* _this); - - //static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName); - //static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName); - //static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); - //static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); - // If this is called, then DX10, DX11 or DX12 will be used to render overlay - static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); - // If any of theses is called, then DX9 will be used to render overlay - static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); - static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); - // If this is called, then OpenGL 3 will be used to render overlay - static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); - -#elif defined(__linux__) - -#endif public: static Hook_Manager& Inst(); - void HookRenderer(); - - // Set the found hook and free all other hooks - void FoundRenderer(Base_Hook *hook); - - inline void AddHook(Base_Hook* hook) { _hooks.insert(hook); } - - inline Base_Hook* get_renderer() const { return game_renderer; } + void AddHook(Base_Hook* hook); + void RemoveHook(Base_Hook* hook); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 0b77924..9dfbfc0 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -1,6 +1,6 @@ #include "OpenGL_Hook.h" #include "Windows_Hook.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY @@ -17,9 +17,9 @@ OpenGL_Hook* OpenGL_Hook::_inst = nullptr; bool OpenGL_Hook::start_hook() { bool res = true; - if (!_hooked) + if (!hooked) { - if (!Windows_Hook::Inst().start_hook()) + if (!Windows_Hook::Inst()->start_hook()) return false; GLenum err = glewInit(); @@ -28,10 +28,8 @@ bool OpenGL_Hook::start_hook() { PRINT_DEBUG("Hooked OpenGL\n"); - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(reinterpret_cast(_library), "wglSwapBuffers"); + hooked = true; + Renderer_Detector::Inst().renderer_found(this); UnhookAll(); BeginHook(); @@ -58,7 +56,7 @@ void OpenGL_Hook::resetRenderState() if (initialized) { ImGui_ImplOpenGL3_Shutdown(); - Windows_Hook::Inst().resetRenderState(); + Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -73,7 +71,7 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) GetClientRect(hWnd, &rect); - if (hWnd != Windows_Hook::Inst().GetGameHwnd()) + if (hWnd != Windows_Hook::Inst()->GetGameHwnd()) resetRenderState(); if (!initialized) @@ -87,7 +85,7 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) initialized = true; } ImGui_ImplOpenGL3_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(hWnd); + Windows_Hook::Inst()->prepareForOverlay(hWnd); ImGui::NewFrame(); @@ -118,6 +116,7 @@ BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) OpenGL_Hook::OpenGL_Hook(): initialized(false), + hooked(false), wglSwapBuffers(nullptr) { _library = LoadLibrary(DLL_NAME); @@ -137,7 +136,11 @@ OpenGL_Hook::~OpenGL_Hook() { PRINT_DEBUG("OpenGL Hook removed\n"); - resetRenderState(); + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + ImGui::DestroyContext(); + } FreeLibrary(reinterpret_cast(_library)); @@ -157,4 +160,9 @@ const char* OpenGL_Hook::get_lib_name() const return DLL_NAME; } +void OpenGL_Hook::loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers) +{ + wglSwapBuffers = pfnwglSwapBuffers; +} + #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index a0bdb2c..bf45754 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -16,11 +16,11 @@ private: static OpenGL_Hook* _inst; // Variables + bool hooked; bool initialized; // Functions OpenGL_Hook(); - virtual ~OpenGL_Hook(); void resetRenderState(); void prepareForOverlay(HDC hDC); @@ -36,9 +36,12 @@ private: //wglMakeCurrent_t wglMakeCurrent; public: + virtual ~OpenGL_Hook(); + bool start_hook(); static OpenGL_Hook* Inst(); virtual const char* get_lib_name() const; + void loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp new file mode 100644 index 0000000..90495f4 --- /dev/null +++ b/overlay_experimental/Renderer_Detector.cpp @@ -0,0 +1,670 @@ +#include "Renderer_Detector.h" + +#include "../detours/detours.h" +#include "Hook_Manager.h" + +#ifdef STEAM_WIN32 +#include "DX12_Hook.h" +#include "DX11_Hook.h" +#include "DX10_Hook.h" +#include "DX9_Hook.h" +#include "OpenGL_Hook.h" +#include "Windows_Hook.h" +#endif + +#include + +constexpr int max_hook_retries = 500; + +#ifdef STEAM_WIN32 +static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; +static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; +static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx = nullptr; +static decltype(wglMakeCurrent)* _wglMakeCurrent = nullptr; + +static constexpr auto windowClassName = "___overlay_window_class___"; + +void Renderer_Detector::create_hwnd() +{ + if (dummy_hWnd == nullptr) + { + HINSTANCE hInst = GetModuleHandle(nullptr); + if (atom == 0) + { + // Register a window class for creating our render window with. + WNDCLASSEX windowClass = {}; + + windowClass.cbSize = sizeof(WNDCLASSEX); + windowClass.style = CS_HREDRAW | CS_VREDRAW; + windowClass.lpfnWndProc = DefWindowProc; + windowClass.cbClsExtra = 0; + windowClass.cbWndExtra = 0; + windowClass.hInstance = hInst; + windowClass.hIcon = NULL; + windowClass.hCursor = ::LoadCursor(NULL, IDC_ARROW); + windowClass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); + windowClass.lpszMenuName = NULL; + windowClass.lpszClassName = windowClassName; + windowClass.hIconSm = NULL; + + atom = ::RegisterClassEx(&windowClass); + } + + if (atom > 0) + { + dummy_hWnd = ::CreateWindowEx( + NULL, + windowClassName, + "", + WS_OVERLAPPEDWINDOW, + 0, + 0, + 1, + 1, + NULL, + NULL, + hInst, + nullptr + ); + + assert(dummy_hWnd && "Failed to create window"); + } + } + +} + +void Renderer_Detector::destroy_hwnd() +{ + if (dummy_hWnd != nullptr) + { + DestroyWindow(dummy_hWnd); + UnregisterClass(windowClassName, GetModuleHandle(nullptr)); + } +} + +HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + Hook_Manager& hm = Hook_Manager::Inst(); + if (!inst.stop_retry()) + { + IUnknown* pDevice = nullptr; + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + if (pDevice) + { + DX10_Hook::Inst()->start_hook(); + } + else + { + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + if (pDevice) + { + DX11_Hook::Inst()->start_hook(); + } + else + { + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + if (pDevice) + { + DX12_Hook::Inst()->start_hook(); + } + } + } + if (pDevice) pDevice->Release(); + } + + return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); +} + +HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + Hook_Manager& hm = Hook_Manager::Inst(); + if (!inst.stop_retry()) + { + DX9_Hook::Inst()->start_hook(); + } + return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); +} + +HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + Hook_Manager& hm = Hook_Manager::Inst(); + if (!inst.stop_retry()) + { + DX9_Hook::Inst()->start_hook(); + } + return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); +} + +BOOL WINAPI Renderer_Detector::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + Hook_Manager& hm = Hook_Manager::Inst(); + if (!inst.stop_retry()) + { + OpenGL_Hook::Inst()->start_hook(); + } + return _wglMakeCurrent(hDC, hGLRC); +} + +void Renderer_Detector::HookDXGIPresent(IDXGISwapChain* pSwapChain) +{ + if (!_dxgi_hooked) + { + _dxgi_hooked = true; + (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; + + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDXGISwapChain_Present, &Renderer_Detector::MyIDXGISwapChain_Present) + ); + + rendererdetect_hook->EndHook(); + } +} + +void Renderer_Detector::HookDX9Present(IDirect3DDevice9* pDevice, bool ex) +{ + (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::Present]; + if (ex) + (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::PresentEx]; + + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDirect3DDevice9_Present, &Renderer_Detector::MyPresent) + ); + if (ex) + { + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Renderer_Detector::MyPresentEx) + ); + } + + rendererdetect_hook->EndHook(); +} + +void Renderer_Detector::HookwglMakeCurrent(decltype(wglMakeCurrent)* wglMakeCurrent) +{ + _wglMakeCurrent = wglMakeCurrent; + + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _wglMakeCurrent, &Renderer_Detector::MywglMakeCurrent) + ); + + rendererdetect_hook->EndHook(); +} + +void Renderer_Detector::hook_dx9() +{ + if (!_dx9_hooked && !_renderer_found) + { + create_hwnd(); + if (dummy_hWnd == nullptr) + return; + + IDirect3D9Ex* pD3D = nullptr; + IUnknown* pDevice = nullptr; + HMODULE library = GetModuleHandle(DX9_Hook::DLL_NAME); + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = nullptr; + if (library != nullptr) + { + Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(library, "Direct3DCreate9Ex"); + D3DPRESENT_PARAMETERS params = {}; + params.BackBufferWidth = 1; + params.BackBufferHeight = 1; + params.hDeviceWindow = dummy_hWnd; + params.BackBufferCount = 1; + params.Windowed = TRUE; + params.SwapEffect = D3DSWAPEFFECT_DISCARD; + + if (Direct3DCreate9Ex != nullptr) + { + Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); + } + else + { + decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(library, "Direct3DCreate9"); + if (Direct3DCreate9 != nullptr) + { + pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); + pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); + } + } + } + + if (pDevice != nullptr) + { + PRINT_DEBUG("Hooked D3D9::Present to detect DX Version\n"); + + _dx9_hooked = true; + auto h = DX9_Hook::Inst(); + h->loadFunctions(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); + Hook_Manager::Inst().AddHook(h); + HookDX9Present(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); + } + else + { + PRINT_DEBUG("Failed to hook D3D9::Present to detect DX Version\n"); + } + + if (pDevice) pDevice->Release(); + if (pD3D) pD3D->Release(); + } +} + +void Renderer_Detector::hook_dx10() +{ + if (!_dxgi_hooked && !_renderer_found) + { + create_hwnd(); + if (dummy_hWnd == nullptr) + return; + + IDXGISwapChain* pSwapChain = nullptr; + ID3D10Device* pDevice = nullptr; + HMODULE library = GetModuleHandle(DX10_Hook::DLL_NAME); + if (library != nullptr) + { + decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = + (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(library, "D3D10CreateDeviceAndSwapChain"); + if (D3D10CreateDeviceAndSwapChain != nullptr) + { + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = dummy_hWnd; + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + } + } + if (pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + + _dx10_hooked = true; + auto h = DX10_Hook::Inst(); + h->loadFunctions(pSwapChain); + Hook_Manager::Inst().AddHook(h); + HookDXGIPresent(pSwapChain); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + if (pDevice)pDevice->Release(); + if (pSwapChain)pSwapChain->Release(); + } +} + +void Renderer_Detector::hook_dx11() +{ + if (!_dxgi_hooked && !_renderer_found) + { + create_hwnd(); + if (dummy_hWnd == nullptr) + return; + + IDXGISwapChain* pSwapChain = nullptr; + ID3D11Device* pDevice = nullptr; + HMODULE library = GetModuleHandle(DX11_Hook::DLL_NAME); + if (library != nullptr) + { + decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = + (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(library, "D3D11CreateDeviceAndSwapChain"); + if (D3D11CreateDeviceAndSwapChain != nullptr) + { + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = dummy_hWnd; + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + } + } + if (pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + + _dx11_hooked = true; + auto h = DX11_Hook::Inst(); + h->loadFunctions(pSwapChain); + Hook_Manager::Inst().AddHook(h); + HookDXGIPresent(pSwapChain); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + + if (pDevice) pDevice->Release(); + if (pSwapChain) pSwapChain->Release(); + } +} + +void Renderer_Detector::hook_dx12() +{ + if (!_dxgi_hooked && !_renderer_found) + { + create_hwnd(); + if (dummy_hWnd == nullptr) + return; + + IDXGIFactory4* pDXGIFactory = nullptr; + IDXGISwapChain1* pSwapChain = nullptr; + ID3D12CommandQueue* pCommandQueue = nullptr; + ID3D12Device* pDevice = nullptr; + ID3D12CommandAllocator* pCommandAllocator = nullptr; + ID3D12GraphicsCommandList* pCommandList = nullptr; + + HMODULE library = GetModuleHandle(DX12_Hook::DLL_NAME); + if (library != nullptr) + { + decltype(D3D12CreateDevice)* D3D12CreateDevice = + (decltype(D3D12CreateDevice))GetProcAddress(library, "D3D12CreateDevice"); + + if (D3D12CreateDevice != nullptr) + { + D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); + + if (pDevice != nullptr) + { + DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.Width = 1; + SwapChainDesc.Height = 1; + SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.Stereo = FALSE; + SwapChainDesc.SampleDesc = { 1, 0 }; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.Scaling = DXGI_SCALING_NONE; + SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); + + if (pCommandQueue != nullptr) + { + HMODULE dxgi = GetModuleHandle("dxgi.dll"); + if (dxgi != nullptr) + { + decltype(CreateDXGIFactory1)* CreateDXGIFactory1 = (decltype(CreateDXGIFactory1))GetProcAddress(dxgi, "CreateDXGIFactory1"); + if (CreateDXGIFactory1 != nullptr) + { + CreateDXGIFactory1(IID_PPV_ARGS(&pDXGIFactory)); + if (pDXGIFactory != nullptr) + { + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, dummy_hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); + + pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); + if (pCommandAllocator != nullptr) + { + pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); + } + } + } + } + } + }//if (pDevice != nullptr) + }//if (D3D12CreateDevice != nullptr) + }//if (library != nullptr) + if (pSwapChain != nullptr && pCommandList != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + + _dx12_hooked = true; + auto h = DX12_Hook::Inst(); + h->loadFunctions(pCommandQueue, pCommandList, pSwapChain); + Hook_Manager::Inst().AddHook(h); + HookDXGIPresent(pSwapChain); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + + if (pCommandList) pCommandList->Release(); + if (pCommandAllocator) pCommandAllocator->Release(); + if (pSwapChain) pSwapChain->Release(); + if (pDXGIFactory) pDXGIFactory->Release(); + if (pCommandQueue) pCommandQueue->Release(); + if (pDevice) pDevice->Release(); + } +} + +void Renderer_Detector::hook_opengl() +{ + if (!_ogl_hooked && !_renderer_found) + { + HMODULE library = GetModuleHandle(OpenGL_Hook::DLL_NAME); + decltype(wglMakeCurrent)* wglMakeCurrent = nullptr; + OpenGL_Hook::wglSwapBuffers_t wglSwapBuffers = nullptr; + if (library != nullptr) + { + wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); + wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(library, "wglSwapBuffers"); + } + if (wglMakeCurrent != nullptr && wglSwapBuffers != nullptr) + { + PRINT_DEBUG("Hooked wglMakeCurrent to detect OpenGL\n"); + + _ogl_hooked = true; + auto h = OpenGL_Hook::Inst(); + h->loadFunctions(wglSwapBuffers); + Hook_Manager::Inst().AddHook(h); + HookwglMakeCurrent(wglMakeCurrent); + } + else + { + PRINT_DEBUG("Failed to Hook wglMakeCurrent to detect OpenGL\n"); + } + } +} + +void Renderer_Detector::create_hook(const char* libname) +{ + if (!_stricmp(libname, "d3d9.dll")) + hook_dx9(); + else if (!_stricmp(libname, "d3d10.dll")) + hook_dx10(); + else if (!_stricmp(libname, "d3d11.dll")) + hook_dx11(); + else if (!_stricmp(libname, "d3d12.dll")) + hook_dx12(); + else if (!_stricmp(libname, "opengl32.dll")) + hook_opengl(); +} + +bool Renderer_Detector::stop_retry() +{ + // Retry or not + bool stop = ++_hook_retries >= max_hook_retries; + + if (stop) + renderer_found(nullptr); + + return stop; +} + +void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) +{ + _this->rendererdetect_hook = new Base_Hook(); + Hook_Manager& hm = Hook_Manager::Inst(); + hm.AddHook(_this->rendererdetect_hook); + + std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; + + while (!_this->_renderer_found && !_this->stop_retry()) + { + std::vector::const_iterator it = libraries.begin(); + while (it != libraries.end()) + { + it = std::find_if(it, libraries.end(), [](std::string const& name) { + auto x = GetModuleHandle(name.c_str()); + if (x != NULL) + return true; + return false; + }); + + if (it == libraries.end()) + break; + + _this->create_hook(it->c_str()); + ++it; + } + + std::this_thread::sleep_for(std::chrono::milliseconds(500)); + } +} + +#endif + +void Renderer_Detector::find_renderer() +{ + if (_hook_thread == nullptr) + { +#ifdef STEAM_WIN32 + _hook_thread = new std::thread(&Renderer_Detector::find_renderer_proc, this); +#endif + } +} + +void Renderer_Detector::renderer_found(Base_Hook* hook) +{ + Hook_Manager& hm = Hook_Manager::Inst(); + + _renderer_found = true; + game_renderer = hook; + + if (hook == nullptr) + PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); + else + PRINT_DEBUG("Hooked renderer in %d/%d tries\n", _hook_retries, max_hook_retries); + + _hook_thread->join(); + delete _hook_thread; + _hook_thread = nullptr; + + hm.RemoveHook(rendererdetect_hook); + destroy_hwnd(); + +#ifdef STEAM_WIN32 + if (hook == nullptr) // Couldn't hook renderer + { + hm.RemoveHook(Windows_Hook::Inst()); + } + else + { + hm.AddHook(Windows_Hook::Inst()); + } + if (_ogl_hooked) + { + auto h = OpenGL_Hook::Inst(); + if (h != hook) + { + _ogl_hooked = false; + hm.RemoveHook(h); + } + } + if (_dx9_hooked) + { + auto h = DX9_Hook::Inst(); + if (h != hook) + { + _dx9_hooked = false; + hm.RemoveHook(h); + } + } + if (_dx10_hooked) + { + auto h = DX10_Hook::Inst(); + if (h != hook) + { + _dx10_hooked = false; + hm.RemoveHook(h); + } + } + if (_dx11_hooked) + { + auto h = DX11_Hook::Inst(); + if (h != hook) + { + _dx11_hooked = false; + hm.RemoveHook(h); + } + } + if (_dx12_hooked) + { + auto h = DX12_Hook::Inst(); + if (h != hook) + { + _dx12_hooked = false; + hm.RemoveHook(h); + } + } +#endif +} + +Renderer_Detector& Renderer_Detector::Inst() +{ + static Renderer_Detector inst; + return inst; +} + +Base_Hook* Renderer_Detector::get_renderer() const +{ + return game_renderer; +} + +Renderer_Detector::Renderer_Detector(): + _hook_thread(nullptr), + _hook_retries(0), + _renderer_found(false), + _dx9_hooked(false), + _dx10_hooked(false), + _dx11_hooked(false), + _dx12_hooked(false), + _dxgi_hooked(false), + _ogl_hooked(false), + rendererdetect_hook(nullptr), + game_renderer(nullptr), + atom(0), + dummy_hWnd(nullptr) +{} + +Renderer_Detector::~Renderer_Detector() +{ + if (_hook_thread != nullptr) + { + _hook_retries = max_hook_retries; + _hook_thread->join(); + delete _hook_thread; + } +} \ No newline at end of file diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h new file mode 100644 index 0000000..8f72d3c --- /dev/null +++ b/overlay_experimental/Renderer_Detector.h @@ -0,0 +1,68 @@ +#ifndef __INCLUDED_RENDERER_DETECTOR_H__ +#define __INCLUDED_RENDERER_DETECTOR_H__ + +#include "Base_Hook.h" +#ifndef NO_OVERLAY + +#if defined(_WIN32) || defined(WIN32) +#include + +struct IDXGISwapChain; +struct IDirect3DDevice9; +struct IDirect3DDevice9Ex; +#endif + +class Renderer_Detector +{ +private: + // Variables + std::thread* _hook_thread; + unsigned int _hook_retries; + bool _renderer_found; // Is the renderer hooked ? + bool _dx9_hooked; + bool _dx10_hooked; + bool _dx11_hooked; + bool _dx12_hooked; + bool _dxgi_hooked; + bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) + Base_Hook* rendererdetect_hook; + Base_Hook* game_renderer; + + ATOM atom; + HWND dummy_hWnd; + + // Functions + Renderer_Detector(); + ~Renderer_Detector(); + + static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); + static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); + static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); + + void HookDXGIPresent(IDXGISwapChain* pSwapChain); + void HookDX9Present(IDirect3DDevice9* pDevice, bool ex); + void HookwglMakeCurrent(decltype(wglMakeCurrent)* wglMakeCurrent); + + void hook_dx9(); + void hook_dx10(); + void hook_dx11(); + void hook_dx12(); + void hook_opengl(); + + void create_hwnd(); + void destroy_hwnd(); + void create_hook(const char* libname); + bool stop_retry(); + + static void find_renderer_proc(Renderer_Detector* _this); + +public: + void find_renderer(); + void renderer_found(Base_Hook* hook); + Base_Hook* get_renderer() const; + static Renderer_Detector& Inst(); +}; + +#endif//NO_OVERLAY +#endif//__INCLUDED_RENDERER_DETECTOR_H__ \ No newline at end of file diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 83f5c31..4ccff4a 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -1,62 +1,26 @@ #include "Windows_Hook.h" +#include "Renderer_Detector.h" +#include "../dll/dll.h" + +#ifndef NO_OVERLAY #include #include extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -#include "../dll/dll.h" - -#include - -struct enum_wnd_param -{ - //HMODULE hModules[512]; - //DWORD num_mods; - DWORD pid; - HWND window; -}; - -static BOOL __stdcall EnumWindowsProc(HWND hWnd, enum_wnd_param* param) -{ - DWORD pid; - GetWindowThreadProcessId(hWnd, &pid); - if (pid == param->pid && GetWindow(hWnd, GW_OWNER) == nullptr && IsWindowVisible(hWnd)) - { - param->window = hWnd; - return FALSE; - } - - return TRUE; -} - -HWND GetGameWindow() -{ - enum_wnd_param param; - param.window = nullptr; - - param.pid = GetCurrentProcessId(); - EnumWindows(reinterpret_cast(EnumWindowsProc), reinterpret_cast(¶m)); - - if (param.window != nullptr) { - PRINT_DEBUG("Failed to get game window HWND\n"); - } - else { - char wnd_name[1024]; - GetWindowText(param.window, wnd_name, 1023); - PRINT_DEBUG("Found window %s\n", wnd_name); - } - return param.window; -} +Windows_Hook* Windows_Hook::_inst = nullptr; bool Windows_Hook::start_hook() { bool res = true; - if (!_hooked) + if (!hooked) { GetRawInputBuffer = ::GetRawInputBuffer; GetRawInputData = ::GetRawInputData; + PRINT_DEBUG("Hooked Windows\n"); + BeginHook(); HookFuncs( std::make_pair(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer), @@ -64,7 +28,7 @@ bool Windows_Hook::start_hook() ); EndHook(); - _hooked = true; + hooked = true; } return res; } @@ -159,13 +123,13 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, } // Call the overlay window procedure - return CallWindowProc(Windows_Hook::Inst()._game_wndproc, hWnd, uMsg, wParam, lParam); + return CallWindowProc(Windows_Hook::Inst()->_game_wndproc, hWnd, uMsg, wParam, lParam); } UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) { if (!get_steam_client()->steam_overlay->ShowOverlay()) - return Windows_Hook::Inst().GetRawInputBuffer(pData, pcbSize, cbSizeHeader); + return Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader); return -1; } @@ -173,7 +137,7 @@ UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UI UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) { if (!get_steam_client()->steam_overlay->ShowOverlay()) - return Windows_Hook::Inst().GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + return Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); return -1; } @@ -181,6 +145,7 @@ UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, Windows_Hook::Windows_Hook() : initialized(false), + hooked(false), _game_hwnd(nullptr), _game_wndproc(nullptr), GetRawInputBuffer(nullptr), @@ -196,15 +161,21 @@ Windows_Hook::~Windows_Hook() resetRenderState(); //FreeLibrary(reinterpret_cast(_library)); + + _inst = nullptr; } -Windows_Hook& Windows_Hook::Inst() +Windows_Hook* Windows_Hook::Inst() { - static Windows_Hook _inst; + if (_inst == nullptr) + _inst = new Windows_Hook; + return _inst; } const char* Windows_Hook::get_lib_name() const { return DLL_NAME; -} \ No newline at end of file +} + +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h index e4c03d3..24e3156 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/Windows_Hook.h @@ -14,14 +14,16 @@ public: static constexpr const char* DLL_NAME = "user32.dll"; private: + static Windows_Hook* _inst; + // Variables + bool hooked; bool initialized; HWND _game_hwnd; WNDPROC _game_wndproc; // Functions Windows_Hook(); - virtual ~Windows_Hook(); // Hook to Windows window messages decltype(GetRawInputBuffer)* GetRawInputBuffer; @@ -32,18 +34,18 @@ private: static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); public: - bool start_hook(); + virtual ~Windows_Hook(); + void resetRenderState(); void prepareForOverlay(HWND); HWND GetGameHwnd() const; WNDPROC GetGameWndProc() const; - static Windows_Hook& Inst(); + bool start_hook(); + static Windows_Hook* Inst(); virtual const char* get_lib_name() const; }; -HWND GetGameWindow(); - #endif//NO_OVERLAY #endif//__INCLUDED_WINDOWS_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ab8b3e5..4f833ec 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -10,7 +10,7 @@ #include "../dll/dll.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "Windows_Hook.h" // Look here for info on how to hook on linux @@ -80,7 +80,7 @@ void Steam_Overlay::SetupOverlay() if (!setup_overlay_called) { setup_overlay_called = true; - Hook_Manager::Inst().HookRenderer(); + Renderer_Detector::Inst().find_renderer(); } } @@ -128,7 +128,7 @@ void Steam_Overlay::ShowOverlay(bool state) show_overlay = state; if (show_overlay) { - HWND game_hwnd = Windows_Hook::Inst().GetGameHwnd(); + HWND game_hwnd = Windows_Hook::Inst()->GetGameHwnd(); RECT cliRect, wndRect, clipRect; GetClipCursor(&old_clip); @@ -408,7 +408,7 @@ void Steam_Overlay::OverlayProc( int width, int height ) settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); ImGui::SameLine(); - Base_Hook *hook = Hook_Manager::Inst().get_renderer(); + Base_Hook* hook = Renderer_Detector::Inst().get_renderer(); ImGui::LabelText("##label", "Renderer: %s", (hook == nullptr ? "Unknown" : hook->get_lib_name())); ImGui::Spacing(); From 04847abeb732e93f82b4f6e9872b737a24263c6a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 15:45:53 +0200 Subject: [PATCH 087/152] Overlay & Hook cleanup. --- overlay_experimental/DX10_Hook.cpp | 37 ----------------------- overlay_experimental/DX11_Hook.cpp | 41 -------------------------- overlay_experimental/DX12_Hook.cpp | 28 ------------------ overlay_experimental/DX9_Hook.cpp | 37 ----------------------- overlay_experimental/OpenGL_Hook.cpp | 20 ------------- overlay_experimental/steam_overlay.cpp | 10 ++----- 6 files changed, 3 insertions(+), 170 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index f7895d3..3f0fd96 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -93,30 +93,6 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); } -///////////////////////////////////////////////////////////////////////////////////// -// DirectX 10 Initialization functions -//HRESULT WINAPI DX10_Hook::MyD3D10CreateDevice(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, ID3D10Device** ppDevice) -//{ -// auto res = _D3D10CreateDevice(pAdapter, DriverType, Software, Flags, SDKVersion, ppDevice); -// -// if (SUCCEEDED(res)) -// hook->hook_dx10(SDKVersion); -// -// return res; -//} - -//HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, -// DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice) -//{ -// auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice); -// -// if (SUCCEEDED(res)) -// hook->hook_dx10(SDKVersion); -// -// return res; -//} -///////////////////////////////////////////////////////////////////////////////////// - HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { DX10_Hook::Inst()->prepareForOverlay(_this); @@ -145,18 +121,6 @@ DX10_Hook::DX10_Hook(): ResizeTarget(nullptr) { _library = LoadLibrary(DLL_NAME); - - // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. - // If its called, then DX10 will be used to render the overlay. - //_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice"); - //D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); - // - //BeginHook(); - //HookFuncs( - // //std::make_pair(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice), - // std::make_pair(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain) - //); - //EndHook(); } DX10_Hook::~DX10_Hook() @@ -167,7 +131,6 @@ DX10_Hook::~DX10_Hook() { mainRenderTargetView->Release(); - //ImGui_ImplDX10_Shutdown(); ImGui_ImplDX10_InvalidateDeviceObjects(); ImGui::DestroyContext(); diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index ae728fe..6ec6017 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -105,34 +105,6 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); } -///////////////////////////////////////////////////////////////////////////////////// -// DirectX 11 Initialization functions -//HRESULT WINAPI DX11_Hook::MyD3D11CreateDevice(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, -// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice, -// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) -//{ -// auto res = D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); -// -// if (SUCCEEDED(res)) -// hook->hook_dx11(SDKVersion); -// -// return res; -//} - -//HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, -// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, -// __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice, -// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) -//{ -// auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext); -// -// if (SUCCEEDED(res)) -// hook->hook_dx11(SDKVersion); -// -// return res; -//} -///////////////////////////////////////////////////////////////////////////////////// - HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { DX11_Hook::Inst()->prepareForOverlay(_this); @@ -162,18 +134,6 @@ DX11_Hook::DX11_Hook(): ResizeTarget(nullptr) { _library = LoadLibrary(DLL_NAME); - - // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. - // If its called, then DX11 will be used to render the overlay. - //D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); - //D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); - // - //BeginHook(); - //HookFuncs( - // //std::make_pair(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), - // std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) - //); - //EndHook(); } DX11_Hook::~DX11_Hook() @@ -185,7 +145,6 @@ DX11_Hook::~DX11_Hook() mainRenderTargetView->Release(); pContext->Release(); - //ImGui_ImplDX11_Shutdown(); ImGui_ImplDX11_InvalidateDeviceObjects(); ImGui::DestroyContext(); diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 89f0ef6..2b3ae13 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -94,23 +94,6 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) } } -///////////////////////////////////////////////////////////////////////////////////// -// DirectX 12 Initialization functions -//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice( -// _In_opt_ IUnknown* pAdapter, -// D3D_FEATURE_LEVEL MinimumFeatureLevel, -// _In_ REFIID riid, // Expected: ID3D12Device -// _COM_Outptr_opt_ void** ppDevice) -//{ -// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice); -// -// if (SUCCEEDED(res)) -// hook->hook_dx12(MinimumFeatureLevel); -// -// return res; -//} -///////////////////////////////////////////////////////////////////////////////////// - HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { DX12_Hook::Inst()->prepareForOverlay(_this); @@ -185,16 +168,6 @@ DX12_Hook::DX12_Hook(): _library = LoadLibrary(DLL_NAME); PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n"); - - // Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called. - // If its called, then DX12 will be used to render the overlay. - //D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice"); - // - //BeginHook(); - //HookFuncs( - // std::make_pair(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice) - //); - //EndHook(); } DX12_Hook::~DX12_Hook() @@ -203,7 +176,6 @@ DX12_Hook::~DX12_Hook() if (initialized) { - //ImGui_ImplDX12_Shutdown(); ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui::DestroyContext(); diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index f663b01..0f1e14f 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -94,29 +94,6 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); } -///////////////////////////////////////////////////////////////////////////////////// -// DirectX 9 Initialization functions -//IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion) -//{ -// auto res = hook->Direct3DCreate9(SDKVersion); -// -// if( res != nullptr ) -// hook->hook_dx9(SDKVersion); -// -// return res; -//} -// -//HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice) -//{ -// auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice); -// -// if (SUCCEEDED(res)) -// hook->hook_dx9(SDKVersion); -// -// return res; -//} -///////////////////////////////////////////////////////////////////////////////////// - HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) { DX9_Hook::Inst()->resetRenderState(); @@ -154,28 +131,14 @@ DX9_Hook::DX9_Hook(): Reset(nullptr) { _library = LoadLibrary(DLL_NAME); - // Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called. - // If its called, then DX9 will be used to render the overlay. - //Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); - //Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); - // - //BeginHook(); - //HookFuncs( - // std::make_pair(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9), - // std::make_pair(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex) - //); - //EndHook(); } DX9_Hook::~DX9_Hook() { PRINT_DEBUG("DX9 Hook removed\n"); - //resetRenderState(); if (initialized) { - //ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release()) - // maybe because D3D is already shut down when we try to free the device? ImGui_ImplDX9_InvalidateDeviceObjects(); ImGui::DestroyContext(); } diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 9dfbfc0..0e706d8 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -98,16 +98,6 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } -///////////////////////////////////////////////////////////////////////////////////// -// OpenGL Initialization functions -//BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) -//{ -// auto res = hook->wglMakeCurrent(hDC, hGLRC); -// hook->hook_ogl(); -// return res; -//} - -///////////////////////////////////////////////////////////////////////////////////// BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) { OpenGL_Hook::Inst()->prepareForOverlay(hDC); @@ -120,16 +110,6 @@ OpenGL_Hook::OpenGL_Hook(): wglSwapBuffers(nullptr) { _library = LoadLibrary(DLL_NAME); - // Hook to wglMakeCurrent so we know when it gets called. - // If its called, then OpenGL will be used to render the overlay. - //wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); - //wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers"); - // - //BeginHook(); - //HookFuncs( - // std::make_pair(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent) - //); - //EndHook(); } OpenGL_Hook::~OpenGL_Hook() diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 4f833ec..596f5eb 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -182,7 +182,7 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) if (!(frd.window_state & window_state_show)) { frd.window_state |= window_state_need_attention; - PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); + // TODO: Push a notification } } } @@ -205,7 +205,7 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) if (!(frd.window_state & window_state_show)) { frd.window_state |= window_state_need_attention; - PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); + // TODO: Push a notification } } } @@ -298,6 +298,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { + PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); state.window_state &= ~window_state_need_attention; } @@ -421,10 +422,6 @@ void Steam_Overlay::OverlayProc( int width, int height ) { ImGui::PushID(i.first.id()); - /* TODO: Do something with this to notify the user something happened with this friend (invite or chat) - * i.second.window_state & window_state_need_attention - */ - ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); BuildContextMenu(i.first, i.second); if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) @@ -459,7 +456,6 @@ void Steam_Overlay::Callback(Common_Message *msg) if (!(friend_info->second.window_state & window_state_show)) { friend_info->second.window_state |= window_state_need_attention; - PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); } } } From 36e8966223bd5ebce3c4a67b1da218e8b9f0373f Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 16:29:20 +0200 Subject: [PATCH 088/152] Cleanup again --- overlay_experimental/Base_Hook.cpp | 7 +------ overlay_experimental/Base_Hook.h | 4 ++-- overlay_experimental/DX10_Hook.h | 7 ------- overlay_experimental/DX11_Hook.h | 7 ------- overlay_experimental/DX12_Hook.h | 5 ----- overlay_experimental/DX9_Hook.h | 7 ------- overlay_experimental/OpenGL_Hook.h | 6 ------ overlay_experimental/Renderer_Detector.cpp | 2 -- overlay_experimental/Renderer_Detector.h | 6 +++--- 9 files changed, 6 insertions(+), 45 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 6189f2a..34ff4f6 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -1,16 +1,11 @@ #include "Base_Hook.h" +#include "Hook_Manager.h" #ifndef NO_OVERLAY #include -#include "Hook_Manager.h" - #include "../detours/detours.h" -#define WIN32_LEAN_AND_MEAN -#define VC_EXTRALEAN -#include - Base_Hook::Base_Hook(): _library(nullptr) {} diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 28fdcdb..55028f7 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -1,13 +1,13 @@ #ifndef __INCLUDED_BASE_HOOK_H__ #define __INCLUDED_BASE_HOOK_H__ -#include "../dll/base.h" - #ifndef NO_OVERLAY #include #include +#include "../dll/base.h" + class Base_Hook { protected: diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index 972be00..63921ff 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -36,13 +36,6 @@ private: decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; - // Hook functions so we know we use DX10 - //static decltype(D3D10CreateDevice) MyD3D10CreateDevice; - //static decltype(D3D10CreateDeviceAndSwapChain) MyD3D10CreateDeviceAndSwapChain; - - //decltype(D3D10CreateDevice)* _D3D10CreateDevice; - //decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; - public: virtual ~DX10_Hook(); diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index a56bc66..bf2074d 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -36,13 +36,6 @@ private: decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; - // Hook functions so we know we use DX11 - //static decltype(D3D11CreateDevice) MyD3D11CreateDevice; - //static decltype(D3D11CreateDeviceAndSwapChain) MyD3D11CreateDeviceAndSwapChain; - - //decltype(D3D11CreateDevice)* D3D11CreateDevice; - //decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; - public: virtual ~DX11_Hook(); diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 7bf7fa4..5cfb7ee 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -42,11 +42,6 @@ private: decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists; decltype(&ID3D12GraphicsCommandList::Close) Close; - // Hook functions so we know we use DX11 - //static decltype(D3D12CreateDevice) MyD3D12CreateDevice; - - //decltype(D3D12CreateDevice)* D3D12CreateDevice; - public: virtual ~DX12_Hook(); diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 28f35ab..974c8c8 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -37,13 +37,6 @@ private: static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); - // Hook functions so we know we use DX9 - //static decltype(Direct3DCreate9) MyDirect3DCreate9; - //static decltype(Direct3DCreate9Ex) MyDirect3DCreate9Ex; - - //decltype(Direct3DCreate9)* Direct3DCreate9; - //decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; - public: virtual ~DX9_Hook(); diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index bf45754..b0d8a45 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -10,7 +10,6 @@ public: static constexpr const char *DLL_NAME = "opengl32.dll"; using wglSwapBuffers_t = BOOL(WINAPI*)(HDC); - //using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC); private: static OpenGL_Hook* _inst; @@ -29,11 +28,6 @@ private: static BOOL WINAPI MywglSwapBuffers(HDC hDC); wglSwapBuffers_t wglSwapBuffers; - - // Hook functions so we know we use OGL - //static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); - - //wglMakeCurrent_t wglMakeCurrent; public: virtual ~OpenGL_Hook(); diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 90495f4..a182899 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -1,6 +1,4 @@ #include "Renderer_Detector.h" - -#include "../detours/detours.h" #include "Hook_Manager.h" #ifdef STEAM_WIN32 diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index 8f72d3c..04f20b2 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -2,11 +2,11 @@ #define __INCLUDED_RENDERER_DETECTOR_H__ #include "Base_Hook.h" +#include + #ifndef NO_OVERLAY -#if defined(_WIN32) || defined(WIN32) -#include - +#ifdef STEAM_WIN32 struct IDXGISwapChain; struct IDirect3DDevice9; struct IDirect3DDevice9Ex; From 78e57f069348fa9340b7d4cc89bf5156f45476ca Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 17:16:31 +0200 Subject: [PATCH 089/152] Cleanup This is not part of the overlay. --- generate_game_infos/generate_game_infos.cpp | 241 ------------------ generate_items_infos/generate_items_infos.cpp | 157 ------------ 2 files changed, 398 deletions(-) delete mode 100644 generate_game_infos/generate_game_infos.cpp delete mode 100644 generate_items_infos/generate_items_infos.cpp diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp deleted file mode 100644 index 2b74a3f..0000000 --- a/generate_game_infos/generate_game_infos.cpp +++ /dev/null @@ -1,241 +0,0 @@ -#include -#include -#include -#include -#include -#include -#include - -#include -#include - -class CurlGlobal -{ - bool _init; - - CurlGlobal() :_init(false) {} - - ~CurlGlobal() { cleanup(); } - -public: - static CurlGlobal& Inst() - { - static CurlGlobal _this; - return _this; - } - - CURLcode init(long flags = CURL_GLOBAL_DEFAULT) { return curl_global_init(flags); } - void cleanup() - { - if (_init) - { - curl_global_cleanup(); - _init = false; - } - } -}; - -class CurlEasy -{ - CURL* _me; - bool _init; - std::string _buffer; - - static int writer(char* data, size_t size, size_t nmemb, - CurlEasy* _this) - { - if (_this == nullptr) - return 0; - - _this->_buffer.append(data, size * nmemb); - - return size * nmemb; - } - -public: - CurlEasy() :_me(nullptr), _init(false) {} - ~CurlEasy() { cleanup(); } - - bool init() - { - _init = (_me = curl_easy_init()) != nullptr; - if (_init) - { - if (curl_easy_setopt(_me, CURLOPT_WRITEFUNCTION, writer) != CURLE_OK) - { - cleanup(); - return false; - } - - if (curl_easy_setopt(_me, CURLOPT_WRITEDATA, this) != CURLE_OK) - { - cleanup(); - return false; - } - } - return _init; - } - - void cleanup() - { - if (_init) - { - curl_easy_cleanup(_me); - } - } - - CURLcode set_url(const std::string& url) - { - return curl_easy_setopt(_me, CURLOPT_URL, url.c_str()); - } - - CURLcode skip_verifypeer(bool skip = true) - { - return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYPEER, skip ? 0L : 1L); - } - - CURLcode skip_verifhost(bool skip = true) - { - return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYHOST, skip ? 0L : 1L); - } - - CURLcode connect_only(bool connect = true) - { - return curl_easy_setopt(_me, CURLOPT_CONNECT_ONLY, connect ? 1L : 0L); - } - - CURLcode perform() - { - _buffer.clear(); - return curl_easy_perform(_me); - } - - CURLcode recv(void* buffer, size_t buflen, size_t* read_len) - { - return curl_easy_recv(_me, buffer, buflen, read_len); - } - - CURLcode get_html_code(long& code) - { - return curl_easy_getinfo(_me, CURLINFO_RESPONSE_CODE, &code); - } - - std::string const& get_answer() const { return _buffer; } -}; - -// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ -// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI -// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=&appid= -/* -{ - "game" : { - "gameName" : "", - "availableGameStats" : { - "achievements" : { - ("" : { - "name" : "achievement_name", - "displayName" : "achievement name on screen", - "hidden" : (0|1), - ["description" : "",] - "icon" : "", - "icongray" : "" - }, - ...) - } - } - } -} -*/ -// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 -/* -"appid" : { - "success" : (true|false), - (success == true "data" : { - ... - "name" : "", - "steam_appid" : , - (OPT "dlc" : [, ]), - "header_image" : "" <-- Use this in the overlay ? - (OPT "achievements" : { - "total" : - }), - "background" : "" <-- Use this as the overlay background ? - (OPT "packages" : [, ]) - }) -} -*/ - -#ifdef max -#undef max -#endif -//232090 -int main() -{ - CurlGlobal& cglobal = CurlGlobal::Inst(); - cglobal.init(); - - CurlEasy easy; - if (easy.init()) - { - std::string url; - std::string steam_apikey; - std::string app_id; - - std::cout << "Enter the game appid: "; - std::cin >> app_id; - std::cout << "Enter your webapi key: "; - std::cin.clear(); - std::cin.ignore(std::numeric_limits::max(), '\n'); - std::cin >> steam_apikey; - - url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; - url += steam_apikey; - url += "&appid="; - url += app_id; - easy.set_url(url); - easy.perform(); - try - { - std::ofstream ach_file("achievements.json", std::ios::trunc | std::ios::out); - nlohmann::json json = nlohmann::json::parse(easy.get_answer()); - nlohmann::json output_json = nlohmann::json::array(); - - bool first = true; - int i = 0; - for (auto& item : json["game"]["availableGameStats"]["achievements"].items()) - { - output_json[i]["name"] = item.value()["name"]; - output_json[i]["displayName"] = item.value()["displayName"]; - output_json[i]["hidden"] = item.value()["hidden"]; - try - { - output_json[i]["description"] = item.value()["description"]; - } - catch (...) - { - output_json[i]["description"] = ""; - } - output_json[i]["icon"] = item.value()["icon"]; - output_json[i]["icongray"] = item.value()["icongray"]; - output_json[i]["time_earned"] = 0; - output_json[i]["earned"] = 0; - ++i; - } - ach_file << std::setw(2) << output_json; - } - catch (std::exception& e) - { - std::cerr << "Failed to get infos: "; - long code; - if (easy.get_html_code(code) == CURLE_OK && code == 403) - { - std::cerr << "Error in webapi key"; - } - else - { - std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; - } - std::cerr << std::endl; - } - } -} diff --git a/generate_items_infos/generate_items_infos.cpp b/generate_items_infos/generate_items_infos.cpp deleted file mode 100644 index 4def7b9..0000000 --- a/generate_items_infos/generate_items_infos.cpp +++ /dev/null @@ -1,157 +0,0 @@ -#define _CRT_SECURE_NO_WARNINGS - -#include -#include -#include -#include -#include -#include -#include - -#include -#include - -struct ClientCBS -{ - STEAM_CALLBACK(ClientCBS, OnSteamInventoryDefinitionUpdate, SteamInventoryDefinitionUpdate_t); - STEAM_CALLBACK(ClientCBS, OnSteamInventoryResultReady , SteamInventoryResultReady_t); -}; - -bool definition_update = false; - -std::vector split(const std::string& s, char delimiter) -{ - std::vector tokens; - std::string token; - std::istringstream tokenStream(s); - while (std::getline(tokenStream, token, delimiter)) - { - tokens.push_back(token); - } - return tokens; -} - -void ClientCBS::OnSteamInventoryResultReady(SteamInventoryResultReady_t* param) -{ - switch (param->m_result) - { - case k_EResultOK: break; - case k_EResultPending: break; - } - - if (param->m_handle) - { - SteamInventory()->DestroyResult(param->m_handle); - } -} - -void ClientCBS::OnSteamInventoryDefinitionUpdate(SteamInventoryDefinitionUpdate_t* param) -{ - std::ofstream out("items.json", std::ios::out | std::ios::trunc); - nlohmann::json json = nlohmann::json::object(); - SteamItemDef_t* items; - uint32 size = 0; - SteamInventory()->GetItemDefinitionIDs(nullptr, &size); - items = new SteamItemDef_t[size]; - SteamInventory()->GetItemDefinitionIDs(items, &size); - - definition_update = true; - - std::cerr << "Creating json, please wait..." << std::endl; - - for (int i = 0; i < size; ++i) - { - uint32 len; - len = 0; - if (SteamInventory()->GetItemDefinitionProperty(items[i], nullptr, nullptr, &len)) - { - std::string buffer(len, '\0'); - if (SteamInventory()->GetItemDefinitionProperty(items[i], nullptr, &buffer[0], &len)) - { - buffer.pop_back(); - std::vector strs(std::move(split(buffer, ','))); - - std::string key = std::to_string(items[i]); - - for (auto j = strs.begin(); j != strs.end(); ++j) - { - len = 0; - if (SteamInventory()->GetItemDefinitionProperty(items[i], j->c_str(), nullptr, &len)) - { - std::string buffer(len, '\0'); - if (SteamInventory()->GetItemDefinitionProperty(items[i], j->c_str(), &buffer[0], &len)) - { - buffer.pop_back(); - if( *j == "quantity") - json[key][*j] = "0"; - else - json[key][*j] = buffer; - } - } - } - } - } - } - - out << std::setw(2) << json; - - delete[]items; -} - -int main(int argc, char *argv[]) -{ - uint32_t appid; - - if (argc == 2) - { - appid = std::stoi(argv[1]); - } - else - { - std::cout << "Enter the game appid: "; - std::cin >> appid; - } - - std::ofstream steam_api("steam_appid.txt", std::ios::out | std::ios::trunc); - steam_api << appid; - steam_api.close(); - - if (SteamAPI_RestartAppIfNecessary(0)) - { - std::cerr << "This app needs restart" << std::endl; - return EXIT_FAILURE; - } - - if (!SteamAPI_Init()) - { - std::cerr << "SteamAPI_Init() failed" << std::endl; - return EXIT_FAILURE; - } - - auto SUser = SteamUser(); - - if (!SUser->BLoggedOn()) - { - std::cerr << "Steam user is not logged in" << std::endl; - return EXIT_FAILURE; - } - - ClientCBS cbs; - - int max_retry = 10; - while (!definition_update && max_retry-- > 0) - { - std::cerr << "Running LoadItemDefinitions" << std::endl; - bool ret = SteamInventory()->LoadItemDefinitions(); - int retry = 0; - while (retry++ <= 100 && !definition_update) - { - SteamAPI_RunCallbacks(); - std::this_thread::sleep_for(std::chrono::milliseconds(10)); - } - } - - SteamAPI_Shutdown(); - - return 0; -} \ No newline at end of file From 622c435cb71821eaeabfc1d0e87afa9ba5f61b7a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 17:40:44 +0200 Subject: [PATCH 090/152] Fixed typo in DX12 & reorder hook call. Should call the Present function before hooking DX cause DX also hook Present even if the hook is disabled by Renderer_Detector before initializing the DX hook. --- overlay_experimental/DX12_Hook.cpp | 5 +---- overlay_experimental/Renderer_Detector.cpp | 6 ++++-- 2 files changed, 5 insertions(+), 6 deletions(-) diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 2b3ae13..5c8981b 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -58,9 +58,6 @@ void DX12_Hook::resetRenderState() void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { pSwapChain->GetDesc(&sc_desc); - - IDXGISwapChain3* pSwapChain3; - pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3)); if (!initialized) { @@ -204,7 +201,7 @@ void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsC { void** vTable; - vTable = *reinterpret_cast(pCommandList); + vTable = *reinterpret_cast(pCommandQueue); #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] LOAD_FUNC(ExecuteCommandLists); #undef LOAD_FUNC diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index a182899..3de8478 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -84,6 +84,8 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapC { Renderer_Detector& inst = Renderer_Detector::Inst(); Hook_Manager& hm = Hook_Manager::Inst(); + + auto res = (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); if (!inst.stop_retry()) { IUnknown* pDevice = nullptr; @@ -111,7 +113,7 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapC if (pDevice) pDevice->Release(); } - return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); + return res; } HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) @@ -433,7 +435,7 @@ void Renderer_Detector::hook_dx12() }//if (pDevice != nullptr) }//if (D3D12CreateDevice != nullptr) }//if (library != nullptr) - if (pSwapChain != nullptr && pCommandList != nullptr) + if (pCommandQueue != nullptr && pCommandList != nullptr && pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); From 3c265596a975b0b48d33a53178ca46665f86a621 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 19:21:32 +0200 Subject: [PATCH 091/152] Removed DX12 until further notice. --- overlay_experimental/Renderer_Detector.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 3de8478..2d28f46 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -103,11 +103,11 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapC } else { - _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); - if (pDevice) - { - DX12_Hook::Inst()->start_hook(); - } + //_this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + //if (pDevice) + //{ + // DX12_Hook::Inst()->start_hook(); + //} } } if (pDevice) pDevice->Release(); From 4f7e42a905097c50bbd4d77c603f1819a006b8f6 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 19:56:41 +0200 Subject: [PATCH 092/152] Call the true function before initializing hook. --- overlay_experimental/Hook_Manager.h | 6 ------ overlay_experimental/Renderer_Detector.cpp | 9 ++++++--- 2 files changed, 6 insertions(+), 9 deletions(-) diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 8d84170..29a56b7 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -7,17 +7,11 @@ #include -/* - * - */ class Hook_Manager { friend class Base_Hook; protected: - // TODO: If needed, create a second vector with only the renderers hook - // Cause actually, a call to FoundRenderer will unhook everything registered except the renderer hook - // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? std::set _hooks; Hook_Manager(); diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 2d28f46..bc74d1a 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -120,33 +120,36 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresent(IDirect3DDevice9* _this, { Renderer_Detector& inst = Renderer_Detector::Inst(); Hook_Manager& hm = Hook_Manager::Inst(); + auto res = (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); if (!inst.stop_retry()) { DX9_Hook::Inst()->start_hook(); } - return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); + return res; } HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { Renderer_Detector& inst = Renderer_Detector::Inst(); Hook_Manager& hm = Hook_Manager::Inst(); + auto res = (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); if (!inst.stop_retry()) { DX9_Hook::Inst()->start_hook(); } - return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); + return res; } BOOL WINAPI Renderer_Detector::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) { Renderer_Detector& inst = Renderer_Detector::Inst(); Hook_Manager& hm = Hook_Manager::Inst(); + auto res = _wglMakeCurrent(hDC, hGLRC); if (!inst.stop_retry()) { OpenGL_Hook::Inst()->start_hook(); } - return _wglMakeCurrent(hDC, hGLRC); + return res; } void Renderer_Detector::HookDXGIPresent(IDXGISwapChain* pSwapChain) From b6eb929383faa5383fcae87df9eb0606a2b264c0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 21:15:58 +0200 Subject: [PATCH 093/152] Should fix the cursor until we draw our own cursor. --- overlay_experimental/steam_overlay.cpp | 22 ++++++++++++++++++---- 1 file changed, 18 insertions(+), 4 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 596f5eb..282da5f 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -121,12 +121,12 @@ bool Steam_Overlay::ShowOverlay() const void Steam_Overlay::ShowOverlay(bool state) { static RECT old_clip; + static BOOL show_cursor = FALSE; if (!Ready() || show_overlay == state) return; - show_overlay = state; - if (show_overlay) + if (state) { HWND game_hwnd = Windows_Hook::Inst()->GetGameHwnd(); RECT cliRect, wndRect, clipRect; @@ -154,13 +154,27 @@ void Steam_Overlay::ShowOverlay(bool state) clipRect.bottom -= borderWidth; ClipCursor(&clipRect); - ImGui::GetIO().MouseDrawCursor = true; + + CURSORINFO cinfo; + cinfo.cbSize = sizeof(cinfo); + GetCursorInfo(&cinfo); + show_cursor = cinfo.flags == CURSOR_SHOWING; + + POINT pos; + pos.x = cliRect.right/2; + pos.y = cliRect.bottom/2; + ClientToScreen(game_hwnd, &pos); + SetCursorPos(pos.x, pos.y); + while (ShowCursor(TRUE) < 0); } else { ClipCursor(&old_clip); - ImGui::GetIO().MouseDrawCursor = false; + if (!show_cursor) + while (ShowCursor(FALSE) >= 0); } + show_overlay = state; + overlay_state_changed = true; } From 92ed36f499253570fa26b339ae198e376cae6585 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:47:38 +0200 Subject: [PATCH 094/152] Linux version of detour --- overlay_experimental/Linux_Detour.cpp | 637 ++++++++++++++++++++++++++ overlay_experimental/Linux_Detour.h | 32 ++ 2 files changed, 669 insertions(+) create mode 100644 overlay_experimental/Linux_Detour.cpp create mode 100644 overlay_experimental/Linux_Detour.h diff --git a/overlay_experimental/Linux_Detour.cpp b/overlay_experimental/Linux_Detour.cpp new file mode 100644 index 0000000..984e815 --- /dev/null +++ b/overlay_experimental/Linux_Detour.cpp @@ -0,0 +1,637 @@ +#include "Linux_Detour.h" + +#include +#include + +#include + +#include +#include +#include +#include + +//------------------------------------------------------------------------------// +// Helper funcs +//------------------------------------------------------------------------------// +constexpr static auto relative_jump_size = 5; +constexpr static auto relative_addr_jump_size = sizeof(int32_t); +constexpr static auto absolute_jump_size = 6; + +struct +{ + bool has_r_m; + uint8_t base_size; +} s_opcodes[256] = +{ + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 0 - 7 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 8 - 15 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 16 - 23 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 24 - 31 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 32 - 39 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 40 - 47 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 48 - 55 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 56 - 63 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 64 - 71 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 72 - 79 + // PUSH ... + {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 80 - 87 + // POP ... + {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 88 - 95 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 96 - 103 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 104 - 111 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 112 - 129 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 120 - 127 + // MOV, ADD, ... R8 <- IMM8 TEST_8 TEST XCHG_8 XCHG + {true , 3}, {true , 6}, {true , 3}, {true , 3}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, // 128 - 135 + // MOV_8 MOV MOV_R8_B MOV_R32_D MOV_32_ES LEA MOV_ES_32 POP + {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {false, 2}, // 136 - 143 + // NOP + {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 144 - 151 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 152 - 159 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 160 - 167 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 168 - 175 + // MOV_AL MOV_CL MOV_DL MOV_BL MOV_AH MOV_CH MOV_DH MOV_BH + {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, // 176 - 183 + // MOV_EAX MOV_ECX MOV_EDX MOV_EBX MOV_ESP MOV_EBP MOV_ESI MOV_EDI, + {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, // 184 - 191 + // RETN_IMM16 RETN + {false, 0}, {false, 0}, {false, 3}, {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 192 - 199 + // LEAVE RETF_IMM16 RETF INT INT_IMM8 INTO + {false, 0}, {false, 1}, {false, 3}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 0}, // 200 - 207 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 208 - 215 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 216 - 223 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 224 - 231 + // CALL JMP LJMP SHORT_JMP + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 232 - 239 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 240 - 247 + // EXTENDED + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 6}, // 248 - 255 +}; + +static constexpr auto mod_mask = 0xC0; +static constexpr auto register_addressing_mode = 0xC0; +static constexpr auto four_bytes_signed_displacement = 0x80; +static constexpr auto one_byte_signed_displacement = 0x40; + +static constexpr auto rm_mask = 0x05; +static constexpr auto displacement_only_addressing = 0x05; +static constexpr auto sib_with_no_displacement = 0x04; +static constexpr auto register_indirect_addressing_mode = 0x00; + +enum opcodes_e // Commonly used opcode in the beginning of functions +{ + PUSH_EAX = 0x50, PUSH_ECX, PUSH_EDX, PUSH_EBX, PUSH_ESP, PUSH_EBP, PUSH_ESI, PUSH_EDI, + POP_EAX , POP_ECX , POP_EDX , POP_EBX , POP_ESP , POP_EBP , POP_ESI , POP_EDI , + + R8_IMM8 = 0x80, R32_IMM32, R8_IMM8_2, R32_IMM8, + TEST_8, TEST, + XCHG_8, XCHG, + MOV_8 , MOV, + MOV_8_B, MOV_32_D, MOV_32_ES, + LEA, + MOV_ES_32, POP, + NOP, + MOV_AL = 0xB0, MOV_CL, MOV_DL, MOV_BL, MOV_AH, MOV_CH, MOV_DH, MOV_BH, + MOV_EAX, MOV_ECX, MOV_EDX, MOV_EBX, MOV_ESP, MOV_EBP, MOV_ESI, MOV_EDI, + RETN_IMM16 = 0xC2, RETN, + LEAVE = 0xC9, RETF_IMM16, RETF, INT, INT_IMM8, INTO, + CALL = 0xE8, // 5 bytes don't process + JMP, // 5 bytes don't process + LJMP, // 7 bytes, don't process + SHORT_JMP, // 2 bytes don't process + EXTENDED = 0xFF, +}; + +const char* opcode_name(uint8_t opcode) +{ +#define NAME(opcode_name) case opcode_name: return #opcode_name + switch( opcode ) + { + NAME(PUSH_EAX); NAME(PUSH_ECX); NAME(PUSH_EDX); NAME(PUSH_EBX); + NAME(PUSH_ESP); NAME(PUSH_EBP); NAME(PUSH_ESI); NAME(PUSH_EDI); + NAME(POP_EAX); NAME(POP_ECX); NAME(POP_EDX); NAME(POP_EBX); + NAME(POP_ESP); NAME(POP_EBP); NAME(POP_ESI); NAME(POP_EDI); + NAME(R8_IMM8); NAME(R32_IMM32); NAME(R8_IMM8_2); NAME(R32_IMM8); + NAME(TEST_8); NAME(TEST); NAME(XCHG_8); NAME(XCHG); NAME(MOV_8); NAME(MOV); + NAME(MOV_8_B); NAME(MOV_32_D); NAME(MOV_32_ES); + NAME(LEA); + NAME(MOV_ES_32); NAME(POP); + NAME(NOP); + NAME(MOV_AL) ; NAME(MOV_CL) ; NAME(MOV_DL) ; NAME(MOV_BL) ; NAME(MOV_AH) ; NAME(MOV_CH) ; NAME(MOV_DH) ; NAME(MOV_BH) ; + NAME(MOV_EAX); NAME(MOV_ECX); NAME(MOV_EDX); NAME(MOV_EBX); NAME(MOV_ESP); NAME(MOV_EBP); NAME(MOV_ESI); NAME(MOV_EDI); + NAME(RETN_IMM16); NAME(RETN); NAME(LEAVE); NAME(RETF_IMM16); NAME(RETF); + NAME(INT); NAME(INT_IMM8); NAME(INTO); NAME(CALL); NAME(JMP); NAME(LJMP); NAME(SHORT_JMP); + NAME(EXTENDED); + } +#undef NAME + return "no registered"; +} + +#pragma pack(push, 1) + +struct trampoline_x86_t +{ + uint8_t trampolineBytes[16+relative_jump_size]; // trampoline + original function opcodes + uint8_t hookJump[relative_jump_size]; // jump to hook addr, needed because of relative jump overflow + uint8_t nOriginalBytes; // number of original function bytes bkp + uint8_t originalBytes[16]; // original function bytes +}; + +typedef trampoline_x86_t trampoline_t; + +struct trampoline_region_t +{ + uint32_t header; + uint8_t numTrampolines; // current trampolines allocated + trampoline_t *trampolines_start; // start pointer of current region trampolines + trampoline_t *next_free_trampoline; // next free trampoline in region +}; + +#pragma pack(pop) + +struct transaction_t +{ + bool detach; + void** ppOriginalFunc; + trampoline_t *trampoline; +}; + +static std::list trampoline_regions; + +static bool transaction_started = false; +static std::list cur_transaction; + +inline size_t page_size() +{ + static size_t _page_size = sysconf(_SC_PAGESIZE); + return _page_size; +} + +inline size_t region_size() +{ + return page_size(); +} + +static uint8_t max_trampolines_in_region = region_size() / sizeof(trampoline_t); + +inline void* library_address_by_handle(void *library) +{ + return (library == nullptr ? nullptr : *reinterpret_cast(library)); +} + +inline size_t page_align(size_t size, size_t page_size) +{ + return (size+(page_size-1)) & (((size_t)-1)^(page_size-1)); +} + +inline void* page_addr(void* addr, size_t page_size) +{ + return reinterpret_cast(reinterpret_cast(addr) & (((size_t)-1)^(page_size-1))); +} + +//////////////////////////////////////////////////// +/// Tiny disasm + +bool is_opcode_terminating_function(uint8_t* pCode) +{ + switch( *pCode ) + { + case LEAVE: + case RETN: case RETN_IMM16: + case RETF: case RETF_IMM16: + case INT: case INT_IMM8: case INTO: + return true; + } + return false; +} + +int find_space_for_trampoline(uint8_t* func, int bytes_needed) +{ + if( func == nullptr ) + return -1; + + int code_len = -1; + bool search = true; + uint8_t *startCode = reinterpret_cast(func); + uint8_t *pCode = startCode; + while( search ) // Find opcodes size and try to find at least 5 bytes for our JMP + { + if( is_opcode_terminating_function(pCode) ) + break; + + if( s_opcodes[*pCode].has_r_m ) + { // MOD-REG-R/M Byte + // 7 6 5 4 3 2 1 0 - bits + //[ MOD ][ REG ][ R/M ] + switch( pCode[1] & mod_mask ) // Check MOD to know how many bytes we have after this opcode + { + case register_addressing_mode : pCode += s_opcodes[*pCode].base_size ; break;// register addressing mode [opcode] [R/M] [XX] + case four_bytes_signed_displacement: pCode += s_opcodes[*pCode].base_size+5; break;// address mode byte + 4 bytes displacement + case one_byte_signed_displacement : pCode += s_opcodes[*pCode].base_size+2; break;// address mode byte + 1 byte displacement + case 0x00: + switch( pCode[1] & rm_mask ) + { + case sib_with_no_displacement : pCode += s_opcodes[*pCode].base_size+1; break;// SIB with no displacement + case displacement_only_addressing : pCode += s_opcodes[*pCode].base_size+4; break;// 4 bytes Displacement only addressing mode + case register_indirect_addressing_mode: pCode += s_opcodes[*pCode].base_size; // Register indirect addressing mode + } + } + } + else if( s_opcodes[*pCode].base_size ) + { + pCode += s_opcodes[*pCode].base_size; + } + else + { + switch( *pCode ) + { + case CALL: case JMP: case LJMP: case SHORT_JMP: + //std::cerr << "CALL and JMP are not supported for trampolines." << std::endl; + search = false; + break; + + case EXTENDED: + //std::cerr << "IMPORT_JUMP is not handled" << std::endl; + if (pCode[1] == 0x25) // This is an imported function + { // Get the true function call + //pCode = (uint8_t*)*(pCode+2); + //startCode = pCode; + // For now disable this case + search = false; + } + else + { + search = false; + } + break; + + default: + //std::cerr << "opcode " << std::hex << (uint32_t)*pCode << " no registered" << std::endl; + search = false; + } + } + + if( (pCode - startCode) >= bytes_needed && search ) + { + search = false; + code_len = pCode-startCode; + } + } + return code_len; +} + +/////////////////////////////////////////// +// Tiny asm + +inline uint8_t* gen_immediate_addr(uint8_t* opcode_addr, uint8_t* dest) +{ + *reinterpret_cast(opcode_addr) = (dest - (opcode_addr + relative_addr_jump_size)); + return opcode_addr + relative_addr_jump_size; +} + +inline uint8_t* gen_immediate_jump(uint8_t* opcode_addr, uint8_t* dest) +{ + *opcode_addr++ = JMP; + return gen_immediate_addr(opcode_addr, dest); +} + +inline uint8_t* gen_immediate_call(uint8_t* opcode_addr, uint8_t* dest) +{ + *opcode_addr++ = CALL; + return gen_immediate_addr(opcode_addr, dest); +} + +uint8_t* relative_addr_to_absolute(int32_t rel_addr, uint8_t *code_addr) +{ + return code_addr + rel_addr + relative_jump_size; +} + +void alloc_new_trampoline_region() +{ + trampoline_region_t region; + + region.numTrampolines = 0; + // allocate new trampoline right in the middle of memory so relative jump can access any function + region.trampolines_start = reinterpret_cast(mmap((void*)std::numeric_limits::max(), // allocate the page near the half of memory addressing + region_size(), // size + PROT_EXEC|PROT_WRITE|PROT_READ, // protection + MAP_PRIVATE|MAP_32BIT|MAP_ANONYMOUS, // don't map a file but memory + -1, // fd = -1 + 0) // offset + ); + // Fill the region with 0 + std::fill(reinterpret_cast(region.trampolines_start), reinterpret_cast(region.trampolines_start)+region_size(), 0); + region.next_free_trampoline = region.trampolines_start; + // Protect trampoline region memory + mprotect((void*)region.trampolines_start, region_size(), PROT_READ|PROT_EXEC); + + trampoline_regions.push_back(region); +} + +trampoline_t* get_free_trampoline() +{ + if (!transaction_started) + return nullptr; + + trampoline_t *res = nullptr; + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [&res](trampoline_region_t ®ion){ + if( region.numTrampolines == max_trampolines_in_region ) + return false; + return true; + }); + + if( it == trampoline_regions.end() ) + { + alloc_new_trampoline_region(); + it = --trampoline_regions.end(); + } + res = it->next_free_trampoline; + + trampoline_t *next_new_trampoline = res+1; + if( it->numTrampolines != max_trampolines_in_region ) + { + while( next_new_trampoline->nOriginalBytes != 0 ) + { + ++next_new_trampoline; + } + } + else + { + next_new_trampoline = nullptr; + } + it->next_free_trampoline = next_new_trampoline; + + ++it->numTrampolines; + + return res; +} + +void clear_trampoline(trampoline_region_t& region, trampoline_t *trampoline) +{ + --region.numTrampolines; + + std::fill(reinterpret_cast(trampoline), reinterpret_cast(trampoline+1), 0); + if( region.next_free_trampoline == nullptr || region.next_free_trampoline > trampoline ) + region.next_free_trampoline = trampoline; +} + +inline bool is_page_inside_region(void *page, trampoline_region_t& region) +{ + if( page >= region.trampolines_start && page <= (region.trampolines_start+region_size()) ) + return true; + return false; +} + +//------------------------------------------------------------------------------// + +/* +#include +#include + +static pid_t tid = 0; + +struct dism_pthread_t +{ + uint32_t d0; + uint32_t d4; + uint32_t d8; + uint32_t dc; + uint32_t d10; + uint32_t d14; + uint32_t d18; + uint32_t d1c; + uint32_t d20; + uint32_t d24; + uint32_t d28; + uint32_t d2c; + uint32_t d30; + uint32_t d34; + uint32_t d38; + uint32_t d3c; + uint32_t d40; + uint32_t d44; + uint32_t d48; + uint32_t d4c; + uint32_t d50; + uint32_t d54; + uint32_t d58; + uint32_t d5c; + uint32_t d60; + uint32_t d64; + pid_t task_id; +}; +*/ + +int Linux_Detour::update_thread(pthread_t thread_id) +{ + //dism_pthread_t *dt = (dism_pthread_t*)thread_id; + + // dt->task_id == syscall(SYS_gettid); + + + return 0; +} + +int Linux_Detour::transaction_begin() +{ + if( transaction_started ) + return -1; + + transaction_started = true; + + return 0; +} + +int Linux_Detour::transaction_abort() +{ + if(!transaction_started) + return -1; + + for( auto &i : cur_transaction ) + { + trampoline_t *trampoline = i.trampoline; + void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ + if( is_page_inside_region(page_start, region) ) + return true; + return false; + }); + if( it != trampoline_regions.end() ) + { + clear_trampoline(*it, trampoline); + } + } + cur_transaction.clear(); + transaction_started = false; + + return 0; +} + +int Linux_Detour::transaction_commit() +{ + if (!transaction_started ) + return -1; + + for( auto &i : cur_transaction) + { + trampoline_t *trampoline = i.trampoline; + void **ppOriginalFunc = i.ppOriginalFunc; + + int res; + + if( i.detach ) + { + void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); + + *ppOriginalFunc = (void*)(relative_addr_to_absolute(*reinterpret_cast(trampoline->trampolineBytes+trampoline->nOriginalBytes+1), + trampoline->trampolineBytes)); + + void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); + + // Allow write on the original func + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + // Write the original opcodes + std::copy(trampoline->originalBytes, trampoline->originalBytes+trampoline->nOriginalBytes, + reinterpret_cast(*ppOriginalFunc)); + + // Remove write permission + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); + + // Allow write on trampoline page + res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + clear_trampoline(*reinterpret_cast(trampoline_page), trampoline); + + // Remove write permission + res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); + } + else + { + void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); + + // Allow write on the original func + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + // Write the jump to trampoline + gen_immediate_jump(reinterpret_cast(*ppOriginalFunc), trampoline->hookJump); + + // Remove write permission + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); + + *ppOriginalFunc = (void*)(trampoline->trampolineBytes); + } + } + cur_transaction.clear(); + transaction_started = false; + + return 0; +} + +int Linux_Detour::unhook_func(void** ppOriginalFunc, void* _hook) +{ + if( !transaction_started ) + return -EPERM; + + if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) + return -EINVAL; + + trampoline_t *trampoline = reinterpret_cast(*ppOriginalFunc); + void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ + if( is_page_inside_region(page_start, region) ) + return true; + return false; + }); + if( it != trampoline_regions.end() ) + { + cur_transaction.push_back({true, ppOriginalFunc, trampoline}); + } + + return -EINVAL; +} + +int Linux_Detour::hook_func(void** ppOriginalFunc, void* _hook) +{ + if( !transaction_started ) + return -EPERM; + + if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) + return -EINVAL; + + uint8_t* hook = reinterpret_cast(_hook); + uint8_t* pOriginalFunc = reinterpret_cast(*ppOriginalFunc); + int code_len = find_space_for_trampoline(pOriginalFunc, relative_jump_size); + + if( code_len < relative_jump_size ) + return -ENOSPC; + + // Allocate the trampoline, try to put it right in the middle of the mem, so a relative jump can access any function in the app (+/-2GB) + // + // Our hook is a 5 bytes JMP (1 bytes for opcode, 4 for RELATIVE jump) + // /!\ TODO: Add checks on JMP overflow + + trampoline_t *trampoline = get_free_trampoline(); + uint8_t *pTrampolineCode = trampoline->trampolineBytes; + + void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); + + // Enable write to the trampoline region + mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + // Create relative jmp to hook + gen_immediate_jump(trampoline->hookJump, hook); + // Copy original opcodes + trampoline->nOriginalBytes = code_len; + std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, trampoline->originalBytes); + std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, pTrampolineCode); + pTrampolineCode += code_len; + // Create the relative jmp to original (function + backed up opcodes) + pTrampolineCode = gen_immediate_jump(pTrampolineCode, pOriginalFunc+code_len); + pTrampolineCode += relative_addr_jump_size; + + // Disable trampoline region write + mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); + + cur_transaction.push_back({false, ppOriginalFunc, trampoline}); + + return 0; +} + +/* ------ DOCUMENTATION ------ +http://www.c-jump.com/CIS77/CPU/x86/lecture.html <- some help to understand [MOD][REG][R/M] (see paragraph #6) +http://shell-storm.org/online/Online-Assembler-and-Disassembler <- online assembler +http://ref.x86asm.net/coder32.html <- opcodes reference + +X86 + +push ebx : 0x53 +sub esp ?? : 0x83 0xEC 0x?? +call ????????: 0xE8 0x?? 0x?? 0x?? 0x?? + + +// relative jmp: ???????? = dst_addr - curr_addr - 5 +jmp ???????? : 0xe9 0x?? 0x?? 0x?? 0x?? +destination = 0x8dba8 +jmp location: 0x91995 - opcodes: e9 0e c2 ff ff +0e c2 ff ff = 0x8dba8 - 0x91995 - 5 + +// short jmp: ?? = dst_addr - curr_addr - 2 +jmp short ??: 0xeb 0x?? +destination = 0x91964 +jmp location: 0x9198f - opcodes: 0xeb 0xd3 +d3 = 0x91964 - 0x9198f - 2 + +X64 + +TODO: + Hint: make relative jump to near (+/-2Gb) code : 5 bytes + load absolute addr into R11 and call a jmp on register R11 : 13 bytes + Or + Reuse x86 relative jmp method + +Example: +mov r11, 0x0123456789abcdef -> 0x49 0xbb 0xef 0xcd 0xab 0x89 0x67 0x45 0x23 0x01 +jmp r11 -> 0x41 0xff 0xe3 + + +*/ diff --git a/overlay_experimental/Linux_Detour.h b/overlay_experimental/Linux_Detour.h new file mode 100644 index 0000000..731d426 --- /dev/null +++ b/overlay_experimental/Linux_Detour.h @@ -0,0 +1,32 @@ +#ifndef LINUX_DETOUR_H +#define LINUX_DETOUR_H + +#include +#include +#include +#include + +class Linux_Detour +{ + public: + static int update_thread(pthread_t thread_id); + static int transaction_begin(); + static int transaction_abort(); + static int transaction_commit(); + static int hook_func(void** ppOriginalFunc, void* _hook); + static int unhook_func(void** ppOriginalFunc, void* _hook); + + private: + static int hook_func_abs(void** ppOriginalFunc, void* _hook); + static int hook_func_rel(void** ppOriginalFunc, void* _hook); + + Linux_Detour() = delete; + Linux_Detour(Linux_Detour const&) = delete; + Linux_Detour(Linux_Detour &&) = delete; + Linux_Detour& operator=(Linux_Detour const&) = delete; + Linux_Detour& operator=(Linux_Detour &&) = delete; +}; + +extern "C" void *elf_hook(char const *library_filename, void const *library_address, char const *function_name, void const *substitution_address); + +#endif // LINUX_DETOUR_H From 495bc957cdb7932b804ee50f4da0c38eeff0e690 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 1 Sep 2019 20:46:55 +0200 Subject: [PATCH 095/152] Added some os detection Need to detect linux x86 or x64 --- dll/base.h | 16 +++++++++++++++- overlay_experimental/Windows_Hook.h | 9 ++++----- 2 files changed, 19 insertions(+), 6 deletions(-) diff --git a/dll/base.h b/dll/base.h index 4b3453e..82b6a38 100644 --- a/dll/base.h +++ b/dll/base.h @@ -18,6 +18,20 @@ #ifndef BASE_INCLUDE #define BASE_INCLUDE +#if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__) + #define __WINDOWS_64__ +#elif defined(WIN32) || defined(_WIN32) || defined(__MINGW32__) + #define __WINDOWS_32__ +#endif + +#if defined(__WINDOWS_32__) || defined(__WINDOWS_64__) + #define __WINDOWS__ +#endif + +#if defined(__linux__) || defined(linux) + #define __LINUX__ +#endif + #if defined(WIN32) || defined(_WIN32) #define STEAM_WIN32 #pragma warning( disable : 4716) @@ -205,7 +219,7 @@ public: if (it != cr.callbacks.end()) { cr.callbacks.erase(it); } - + if (cr.callbacks.size() == 0) { cr.to_delete = true; } diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h index 24e3156..5fd6d47 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/Windows_Hook.h @@ -2,11 +2,9 @@ #define __INCLUDED_WINDOWS_HOOK_H__ #include "Base_Hook.h" -#ifndef NO_OVERLAY -#define WIN32_LEAN_AND_MEAN -#define VC_EXTRALEAN -#include +#ifdef __WINDOWS__ +#ifndef NO_OVERLAY class Windows_Hook : public Base_Hook { @@ -48,4 +46,5 @@ public: }; #endif//NO_OVERLAY -#endif//__INCLUDED_WINDOWS_HOOK_H__ \ No newline at end of file +#endif//__WINDOWS__ +#endif//__INCLUDED_WINDOWS_HOOK_H__ From 0573c4eb94a7ec23b9f5183f5c9fd7fd9666eee8 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:49:07 +0200 Subject: [PATCH 096/152] Windows only part --- overlay_experimental/steam_overlay.cpp | 23 +++++++++++++++-------- 1 file changed, 15 insertions(+), 8 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 282da5f..3b414ef 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -120,12 +120,13 @@ bool Steam_Overlay::ShowOverlay() const void Steam_Overlay::ShowOverlay(bool state) { + if (!Ready() || show_overlay == state) + return; + +#ifdef STEAM_WIN32 static RECT old_clip; static BOOL show_cursor = FALSE; - if (!Ready() || show_overlay == state) - return; - if (state) { HWND game_hwnd = Windows_Hook::Inst()->GetGameHwnd(); @@ -173,8 +174,12 @@ void Steam_Overlay::ShowOverlay(bool state) if (!show_cursor) while (ShowCursor(FALSE) >= 0); } + +#else + +#endif + show_overlay = state; - overlay_state_changed = true; } @@ -260,7 +265,7 @@ bool Steam_Overlay::IHaveLobby() Steam_Friends* steamFriends = get_steam_client()->steam_friends; if (std::string(steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect")).length() > 0) return true; - + if (settings->get_lobby().IsValid()) return true; @@ -312,7 +317,9 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { +#ifdef STEAM_WIN32 PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); +#endif state.window_state &= ~window_state_need_attention; } @@ -335,7 +342,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::PushItemWidth(-1.0f); // Make the chat history widget fill the window ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); ImGui::PopItemWidth(); - + // TODO: Fix the layout of the chat line + send button. // It should be like this: chat input should fill the window size minus send button size (button size is fixed) // |------------------------------| @@ -432,7 +439,7 @@ void Steam_Overlay::OverlayProc( int width, int height ) if (!friends.empty()) { ImGui::ListBoxHeader("##label", friend_size); - std::for_each(friends.begin(), friends.end(), [this](auto& i) + std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { ImGui::PushID(i.first.id()); @@ -578,4 +585,4 @@ void Steam_Overlay::RunCallbacks() } } -#endif \ No newline at end of file +#endif From 8a6db1c401b59582d1fb06d11f671455329978e9 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:49:20 +0200 Subject: [PATCH 097/152] ImGui X11 impl --- ImGui/impls/imgui_impl_x11.cpp | 302 +++++++++++++++++++++++++++++++++ ImGui/impls/imgui_impl_x11.h | 21 +++ 2 files changed, 323 insertions(+) create mode 100644 ImGui/impls/imgui_impl_x11.cpp create mode 100644 ImGui/impls/imgui_impl_x11.h diff --git a/ImGui/impls/imgui_impl_x11.cpp b/ImGui/impls/imgui_impl_x11.cpp new file mode 100644 index 0000000..1065ae4 --- /dev/null +++ b/ImGui/impls/imgui_impl_x11.cpp @@ -0,0 +1,302 @@ +// dear imgui: Platform Binding 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: +// [?] Platform: Clipboard support +// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [?] Platform: Keyboard arrays indexed using +// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#include "imgui.h" +#include "imgui_impl_x11.h" + +#include +#include +#include +#include + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-08-31: Initial X11 implementation + +// X11 Data +static Display* g_Display = nullptr; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +static bool g_HasGamepad = false; +static bool g_WantUpdateHasGamepad = true; + +// Functions +bool ImGui_ImplX11_Init(void *display) +{ + //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + // return false; + //if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) + // return false; + + // Setup back-end capabilities flags + g_Display = reinterpret_cast(display); + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_x11"; + io.ImeWindowHandle = nullptr; + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = -1; + io.KeyMap[ImGuiKey_LeftArrow] = -1; + io.KeyMap[ImGuiKey_RightArrow] = -1; + io.KeyMap[ImGuiKey_UpArrow] = -1; + io.KeyMap[ImGuiKey_DownArrow] = -1; + io.KeyMap[ImGuiKey_PageUp] = -1; + io.KeyMap[ImGuiKey_PageDown] = -1; + io.KeyMap[ImGuiKey_Home] = -1; + io.KeyMap[ImGuiKey_End] = -1; + io.KeyMap[ImGuiKey_Insert] = -1; + io.KeyMap[ImGuiKey_Delete] = -1; + io.KeyMap[ImGuiKey_Backspace] = -1; + io.KeyMap[ImGuiKey_Space] = -1; + io.KeyMap[ImGuiKey_Enter] = -1; + io.KeyMap[ImGuiKey_Escape] = -1; + io.KeyMap[ImGuiKey_A] = -1; + io.KeyMap[ImGuiKey_C] = -1; + io.KeyMap[ImGuiKey_V] = -1; + io.KeyMap[ImGuiKey_X] = -1; + io.KeyMap[ImGuiKey_Y] = -1; + io.KeyMap[ImGuiKey_Z] = -1; + return true; +} + +void ImGui_ImplX11_Shutdown() +{ + g_Display = nullptr; +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + /* + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + */ + return true; +} + +static void ImGui_ImplWin32_UpdateMousePos() +{ + ImGuiIO& io = ImGui::GetIO(); + + // 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); + //} + + // Set mouse position + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + + +} + +/* TODO: support linux gamepad ? +#ifdef _MSC_VER +#pragma comment(lib, "xinput") +#endif + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (g_WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps; + g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); + g_WantUpdateHasGamepad = false; + } + + XINPUT_STATE xinput_state; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + { + const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); + #undef MAP_BUTTON + #undef MAP_ANALOG + } +} +*/ + +void ImGui_ImplX11_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()."); + + // Setup display size (every frame to accommodate for window resizing) + Window rootWnd = DefaultRootWindow(g_Display); + + // Todo: use X11 to get this value + GLint m_viewport[4]; + glGetIntegerv( GL_VIEWPORT, m_viewport ); + io.DisplaySize.x = m_viewport[2]; + io.DisplaySize.y = m_viewport[3]; + + + /* + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time; + ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; + g_Time = current_time; + + // Read keyboard modifiers inputs + io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; + io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; + io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; + io.KeySuper = false; + // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. + + // Update OS mouse position + ImGui_ImplWin32_UpdateMousePos(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + */ + + // Update game controllers (if enabled and available) + //ImGui_ImplWin32_UpdateGamepads(); +} + +// Process Win32 mouse/keyboard inputs. +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + switch (event.type) + { + case ButtonPress: + switch(event.xbutton.button ) + { + case Button1: case Button2: case Button3: + io.MouseDown[event.xbutton.button-1] = true; + break; + + case Button4: // Mouse wheel up + event.xbutton.button = Button4; + //io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + + case Button5: // Mouse wheel down + event.xbutton.button = Button5; + //io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + } + + break; + + case ButtonRelease: + switch(event.xbutton.button ) + { + case Button1: case Button2: case Button3: + io.MouseDown[event.xbutton.button-1] = false; + break; + } + break; + + case KeyPress: + case KeyRelease: + break; + + case MotionNotify: + io.MousePos.x = event.xmotion.x; + io.MousePos.y = event.xmotion.y; + break; + } + /* + case WM_KEYDOWN: + case WM_SYSKEYDOWN: + if (wParam < 256) + io.KeysDown[wParam] = 1; + return 0; + case WM_KEYUP: + case WM_SYSKEYUP: + if (wParam < 256) + io.KeysDown[wParam] = 0; + return 0; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + io.AddInputCharacter((unsigned int)wParam); + return 0; + case WM_DEVICECHANGE: + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + g_WantUpdateHasGamepad = true; + return 0; + } + */ + return 0; +} + diff --git a/ImGui/impls/imgui_impl_x11.h b/ImGui/impls/imgui_impl_x11.h new file mode 100644 index 0000000..387609a --- /dev/null +++ b/ImGui/impls/imgui_impl_x11.h @@ -0,0 +1,21 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#pragma once + +IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display); +IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); + +// Handler for Win32 messages, update mouse/keyboard data. +// You may or not need this for your implementation, but it can serve as reference for handling inputs. +// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. +/* +IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent *event); +*/ From 86f94bc3372dbe427dac5874394bac60f66f86e1 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:49:46 +0200 Subject: [PATCH 098/152] Linux hooks --- overlay_experimental/Base_Hook.cpp | 73 ++++++--- overlay_experimental/OpenGLX_Hook.cpp | 150 ++++++++++++++++++ overlay_experimental/OpenGLX_Hook.h | 45 ++++++ overlay_experimental/X11_Hook.cpp | 214 ++++++++++++++++++++++++++ overlay_experimental/X11_Hook.h | 50 ++++++ 5 files changed, 514 insertions(+), 18 deletions(-) create mode 100644 overlay_experimental/OpenGLX_Hook.cpp create mode 100644 overlay_experimental/OpenGLX_Hook.h create mode 100644 overlay_experimental/X11_Hook.cpp create mode 100644 overlay_experimental/X11_Hook.h diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 34ff4f6..418f50b 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -1,20 +1,13 @@ #include "Base_Hook.h" #include "Hook_Manager.h" -#ifndef NO_OVERLAY - #include + +#ifndef NO_OVERLAY +#ifdef STEAM_WIN32 + #include "../detours/detours.h" -Base_Hook::Base_Hook(): - _library(nullptr) -{} - -Base_Hook::~Base_Hook() -{ - UnhookAll(); -} - void Base_Hook::BeginHook() { DetourTransactionBegin(); @@ -26,6 +19,12 @@ void Base_Hook::EndHook() DetourTransactionCommit(); } +void Base_Hook::HookFunc(std::pair hook) +{ + if( DetourAttach(hook.first, hook.second) == 0 ) + _hooked_funcs.emplace_back(hook); +} + void Base_Hook::UnhookAll() { if (_hooked_funcs.size()) @@ -39,15 +38,53 @@ void Base_Hook::UnhookAll() } } +#else +#include "Linux_Detour.h" + +void Base_Hook::BeginHook() +{ + Linux_Detour::transaction_begin(); + Linux_Detour::update_thread(pthread_self()); +} + +void Base_Hook::EndHook() +{ + Linux_Detour::transaction_commit(); +} + +void Base_Hook::HookFunc(std::pair hook) +{ + if( Linux_Detour::hook_func(hook.first, hook.second) == 0 ) + _hooked_funcs.emplace_back(hook); +} + +void Base_Hook::UnhookAll() +{ + if (_hooked_funcs.size()) + { + BeginHook(); + std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { + Linux_Detour::unhook_func(hook.first, hook.second); + }); + EndHook(); + _hooked_funcs.clear(); + } +} + +#endif + +Base_Hook::Base_Hook(): + _library(nullptr) +{} + +Base_Hook::~Base_Hook() +{ + UnhookAll(); +} + const char* Base_Hook::get_lib_name() const { return ""; } -void Base_Hook::HookFunc(std::pair hook) -{ - if( DetourAttach(hook.first, hook.second) == 0 ) - _hooked_funcs.emplace_back(hook); -} - -#endif//NO_OVERLAY \ No newline at end of file +#endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGLX_Hook.cpp b/overlay_experimental/OpenGLX_Hook.cpp new file mode 100644 index 0000000..a4fa3da --- /dev/null +++ b/overlay_experimental/OpenGLX_Hook.cpp @@ -0,0 +1,150 @@ +#include "OpenGLX_Hook.h" +#include "X11_Hook.h" +#include "Renderer_Detector.h" +#include "../dll/dll.h" + +#ifndef NO_OVERLAY + +#include +#include + +#include "steam_overlay.h" + +OpenGLX_Hook* OpenGLX_Hook::_inst = nullptr; + +bool OpenGLX_Hook::start_hook() +{ + bool res = true; + if (!hooked) + { + if (!X11_Hook::Inst()->start_hook()) + return false; + + GLenum err = glewInit(); + + if (err == GLEW_OK) + { + PRINT_DEBUG("Hooked OpenGLX\n"); + + hooked = true; + Renderer_Detector::Inst().renderer_found(this); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(void*&)_glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers) + ); + EndHook(); + + get_steam_client()->steam_overlay->HookReady(); + } + else + { + PRINT_DEBUG("Failed to hook OpenGLX\n"); + /* Problem: glewInit failed, something is seriously wrong. */ + PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); + res = false; + } + } + return true; +} + +void OpenGLX_Hook::resetRenderState() +{ + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + //X11_Hook::Inst()->resetRenderState(); + ImGui::DestroyContext(); + + initialized = false; + } +} + +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. +void OpenGLX_Hook::prepareForOverlay(Display* display) +{ + PRINT_DEBUG("Called SwapBuffer hook"); + + if( ! initialized ) + { + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + ImGui_ImplOpenGL3_Init(); + initialized = true; + } + + if( initialized ) + { + ImGuiIO& io = ImGui::GetIO(); + + GLint m_viewport[4]; + glGetIntegerv( GL_VIEWPORT, m_viewport ); + int width = m_viewport[2]; + int height = m_viewport[3]; + + ImGui_ImplOpenGL3_NewFrame(); + X11_Hook::Inst()->prepareForOverlay(display); + + ImGui::NewFrame(); + + get_steam_client()->steam_overlay->OverlayProc(width, height); + + ImGui::EndFrame(); + + ImGui::Render(); + + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + } +} + +void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) +{ + OpenGLX_Hook::Inst()->prepareForOverlay(display); + OpenGLX_Hook::Inst()->_glXSwapBuffers(display, drawable); +} + +OpenGLX_Hook::OpenGLX_Hook(): + initialized(false), + hooked(false), + _glXSwapBuffers(nullptr) +{ + //_library = dlopen(DLL_NAME); +} + +OpenGLX_Hook::~OpenGLX_Hook() +{ + PRINT_DEBUG("OpenGLX Hook removed\n"); + + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + ImGui::DestroyContext(); + } + + //dlclose(_library); + + _inst = nullptr; +} + +OpenGLX_Hook* OpenGLX_Hook::Inst() +{ + if (_inst == nullptr) + _inst = new OpenGLX_Hook; + + return _inst; +} + +const char* OpenGLX_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +void OpenGLX_Hook::loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers) +{ + _glXSwapBuffers = pfnglXSwapBuffers; +} + +#endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGLX_Hook.h b/overlay_experimental/OpenGLX_Hook.h new file mode 100644 index 0000000..271d50f --- /dev/null +++ b/overlay_experimental/OpenGLX_Hook.h @@ -0,0 +1,45 @@ +#ifndef __INCLUDED_OPENGLX_HOOK_H__ +#define __INCLUDED_OPENGLX_HOOK_H__ + +#include "Base_Hook.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY +#include +#include + +class OpenGLX_Hook : public Base_Hook +{ +public: + static constexpr const char *DLL_NAME = "libGLX.so"; + +private: + static OpenGLX_Hook* _inst; + + // Variables + bool hooked; + bool initialized; + + // Functions + OpenGLX_Hook(); + + void resetRenderState(); + void prepareForOverlay(Display* display); + + // Hook to render functions + static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); + + decltype(glXSwapBuffers)* _glXSwapBuffers; + +public: + virtual ~OpenGLX_Hook(); + + bool start_hook(); + static OpenGLX_Hook* Inst(); + virtual const char* get_lib_name() const; + void loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers); +}; + +#endif//NO_OVERLAY +#endif//__LINUX__ +#endif//__INCLUDED_OPENGLX_HOOK_H__ diff --git a/overlay_experimental/X11_Hook.cpp b/overlay_experimental/X11_Hook.cpp new file mode 100644 index 0000000..9ad5de8 --- /dev/null +++ b/overlay_experimental/X11_Hook.cpp @@ -0,0 +1,214 @@ +#include "X11_Hook.h" +#include "Renderer_Detector.h" +#include "../dll/dll.h" + +#ifndef NO_OVERLAY + +#include +#include + +#include +#include +#include + +extern int ImGui_ImplX11_EventHandler(XEvent &event); + +X11_Hook* X11_Hook::_inst = nullptr; + +bool X11_Hook::start_hook() +{ + bool res = true; + if (!hooked) + { + res = false; + std::ifstream flibrary("/proc/self/maps"); + std::string line; + while( std::getline(flibrary, line) ) + { + if( strcasestr(line.c_str(), DLL_NAME) != nullptr ) + { + _library = dlopen(line.substr(line.find('/')).c_str(), RTLD_NOW); + + if( _library != nullptr ) + { + // Hook only this + _XEventsQueued = (decltype(_XEventsQueued))dlsym(_library, "XEventsQueued"); + // Thoses are needed to ignore some events when overlay is on + _XPeekEvent = (decltype(_XPeekEvent))dlsym(_library, "XPeekEvent"); + _XNextEvent = (decltype(_XNextEvent))dlsym(_library, "XNextEvent"); + _XKeysymToKeycode = (decltype(_XKeysymToKeycode))dlsym(_library, "XKeysymToKeycode"); + _XLookupKeysym = (decltype(_XLookupKeysym))dlsym(_library, "XLookupKeysym"); + + if( _XEventsQueued != nullptr && _XPeekEvent != nullptr + && _XNextEvent != nullptr && _XKeysymToKeycode != nullptr + && _XLookupKeysym != nullptr ) + { + PRINT_DEBUG("Hooked X11\n"); + hooked = true; + + BeginHook(); + HookFuncs( + std::make_pair(&(void*&)_XEventsQueued, (void*)&X11_Hook::MyXEventsQueued) + ); + + EndHook(); + break; + } + dlclose(_library); + } + } + } + } + return res; +} + +void X11_Hook::resetRenderState() +{ + if (initialized) + { + initialized = false; + ImGui_ImplX11_Shutdown(); + } +} + +void X11_Hook::prepareForOverlay(Display *display) +{ + if (!initialized) + { + ImGui_ImplX11_Init(display); + + ImGuiIO &io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = _XKeysymToKeycode(display, XK_Tab); + io.KeyMap[ImGuiKey_LeftArrow] = _XKeysymToKeycode(display, XK_Left); + io.KeyMap[ImGuiKey_RightArrow] = _XKeysymToKeycode(display, XK_Right); + io.KeyMap[ImGuiKey_UpArrow] = _XKeysymToKeycode(display, XK_Up); + io.KeyMap[ImGuiKey_DownArrow] = _XKeysymToKeycode(display, XK_Down); + io.KeyMap[ImGuiKey_PageUp] = _XKeysymToKeycode(display, XK_Prior); + io.KeyMap[ImGuiKey_PageDown] = _XKeysymToKeycode(display, XK_Next); + io.KeyMap[ImGuiKey_Home] = _XKeysymToKeycode(display, XK_Home); + io.KeyMap[ImGuiKey_End] = _XKeysymToKeycode(display, XK_End); + io.KeyMap[ImGuiKey_Insert] = _XKeysymToKeycode(display, XK_Insert); + io.KeyMap[ImGuiKey_Delete] = _XKeysymToKeycode(display, XK_Delete); + io.KeyMap[ImGuiKey_Backspace] = _XKeysymToKeycode(display, XK_BackSpace); + io.KeyMap[ImGuiKey_Space] = _XKeysymToKeycode(display, XK_space); + io.KeyMap[ImGuiKey_Enter] = _XKeysymToKeycode(display, XK_Return); + io.KeyMap[ImGuiKey_Escape] = _XKeysymToKeycode(display, XK_Escape); + io.KeyMap[ImGuiKey_A] = _XKeysymToKeycode(display, XK_A); + io.KeyMap[ImGuiKey_C] = _XKeysymToKeycode(display, XK_C); + io.KeyMap[ImGuiKey_V] = _XKeysymToKeycode(display, XK_V); + io.KeyMap[ImGuiKey_X] = _XKeysymToKeycode(display, XK_X); + io.KeyMap[ImGuiKey_Y] = _XKeysymToKeycode(display, XK_Y); + io.KeyMap[ImGuiKey_Z] = _XKeysymToKeycode(display, XK_Z); + + initialized = true; + } + + ImGui_ImplX11_NewFrame(); +} + +///////////////////////////////////////////////////////////////////////////////////// +// X11 window hooks +bool IgnoreEvent(XEvent &event) +{ + switch(event.type) + { + // Keyboard + case KeyPress: case KeyRelease: + // MouseButton + case ButtonPress: case ButtonRelease: + // Mouse move + case MotionNotify: case ClientMessage: + return true; + } + return false; +} + +int X11_Hook::MyXEventsQueued(Display *display, int mode) +{ + static Time prev_time = {}; + X11_Hook* inst = X11_Hook::Inst(); + XEvent event = {}; + + int res = inst->_XEventsQueued(display, mode); + + if( res > 0 ) + { + /// The XPeekEvent function returns the first event from the event queue, + /// but it does not remove the event from the queue. If the queue is + /// empty, XPeekEvent flushes the output buffer and blocks until an event + /// is received. + inst->_XPeekEvent(display, &event); + Steam_Overlay* overlay = get_steam_client()->steam_overlay; + bool show = overlay->ShowOverlay(); + // Is the event is a key press + if (event.type == KeyPress) + { + // Tab is pressed and was not pressed before + if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) + { + // if key TAB is help, don't make the overlay flicker :p + if( event.xkey.time != prev_time) + { + overlay->ShowOverlay(!overlay->ShowOverlay()); + + if (overlay->ShowOverlay()) + show = true; + } + } + } + else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) + { + prev_time = event.xkey.time; + } + + if (show) + { + ImGui_ImplX11_EventHandler(event); + + if (IgnoreEvent(event)) + { + inst->_XNextEvent(display, &event); + res = 0; + } + } + } + // XEventsQueued returns the num of events available. + // Usually, games tend to read all events queued before calling again XEventsQueued + // making us unavailable to intercept undesired events + return res; +} + +///////////////////////////////////////////////////////////////////////////////////// + +X11_Hook::X11_Hook() : + initialized(false), + hooked(false) +{ + //_library = dlopen(DLL_NAME, RTLD_NOW); +} + +X11_Hook::~X11_Hook() +{ + PRINT_DEBUG("X11 Hook removed\n"); + + resetRenderState(); + + //dlclose(_library); + + _inst = nullptr; +} + +X11_Hook* X11_Hook::Inst() +{ + if (_inst == nullptr) + _inst = new X11_Hook; + + return _inst; +} + +const char* X11_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +#endif//NO_OVERLAY diff --git a/overlay_experimental/X11_Hook.h b/overlay_experimental/X11_Hook.h new file mode 100644 index 0000000..5c6228d --- /dev/null +++ b/overlay_experimental/X11_Hook.h @@ -0,0 +1,50 @@ +#ifndef __INCLUDED_X11_HOOK_H__ +#define __INCLUDED_X11_HOOK_H__ + +#include "Base_Hook.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY + +#include // XEvent types +#include // XEvent structure + +class X11_Hook : public Base_Hook +{ +public: + static constexpr const char* DLL_NAME = "libX11.so"; + +private: + static X11_Hook* _inst; + + // Variables + bool hooked; + bool initialized; + + // Functions + X11_Hook(); + + // Hook to X11 window messages + static int MyXEventsQueued(Display * display, int mode); + + decltype(XEventsQueued)* _XEventsQueued; + + decltype(XPeekEvent)* _XPeekEvent; + decltype(XNextEvent)* _XNextEvent; + decltype(XKeysymToKeycode)* _XKeysymToKeycode; + decltype(XLookupKeysym)* _XLookupKeysym; + +public: + virtual ~X11_Hook(); + + void resetRenderState(); + void prepareForOverlay(Display *display); + + bool start_hook(); + static X11_Hook* Inst(); + virtual const char* get_lib_name() const; +}; + +#endif//NO_OVERLAY +#endif//__LINUX__ +#endif//__INCLUDED_X11_HOOK_H__ From c27ab3993ce20eb56db3048208bd0d5015596f18 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:49:55 +0200 Subject: [PATCH 099/152] Linux renderer detection --- overlay_experimental/Renderer_Detector.cpp | 231 ++++++++++++++++----- overlay_experimental/Renderer_Detector.h | 41 +++- 2 files changed, 221 insertions(+), 51 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index bc74d1a..e15957c 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -1,6 +1,10 @@ #include "Renderer_Detector.h" #include "Hook_Manager.h" +#include + +constexpr int max_hook_retries = 500; + #ifdef STEAM_WIN32 #include "DX12_Hook.h" #include "DX11_Hook.h" @@ -8,13 +12,7 @@ #include "DX9_Hook.h" #include "OpenGL_Hook.h" #include "Windows_Hook.h" -#endif -#include - -constexpr int max_hook_retries = 500; - -#ifdef STEAM_WIN32 static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx = nullptr; @@ -493,29 +491,18 @@ void Renderer_Detector::hook_opengl() void Renderer_Detector::create_hook(const char* libname) { - if (!_stricmp(libname, "d3d9.dll")) + if (!_stricmp(libname, DX9_Hook::DLL_NAME)) hook_dx9(); - else if (!_stricmp(libname, "d3d10.dll")) + else if (!_stricmp(libname, DX10_Hook::DLL_NAME)) hook_dx10(); - else if (!_stricmp(libname, "d3d11.dll")) + else if (!_stricmp(libname, DX11_Hook::DLL_NAME)) hook_dx11(); - else if (!_stricmp(libname, "d3d12.dll")) + else if (!_stricmp(libname, DX12_Hook::DLL_NAME)) hook_dx12(); - else if (!_stricmp(libname, "opengl32.dll")) + else if (!_stricmp(libname, OpenGL_Hook::DLL_NAME)) hook_opengl(); } -bool Renderer_Detector::stop_retry() -{ - // Retry or not - bool stop = ++_hook_retries >= max_hook_retries; - - if (stop) - renderer_found(nullptr); - - return stop; -} - void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) { _this->rendererdetect_hook = new Base_Hook(); @@ -547,18 +534,6 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) } } -#endif - -void Renderer_Detector::find_renderer() -{ - if (_hook_thread == nullptr) - { -#ifdef STEAM_WIN32 - _hook_thread = new std::thread(&Renderer_Detector::find_renderer_proc, this); -#endif - } -} - void Renderer_Detector::renderer_found(Base_Hook* hook) { Hook_Manager& hm = Hook_Manager::Inst(); @@ -578,7 +553,6 @@ void Renderer_Detector::renderer_found(Base_Hook* hook) hm.RemoveHook(rendererdetect_hook); destroy_hwnd(); -#ifdef STEAM_WIN32 if (hook == nullptr) // Couldn't hook renderer { hm.RemoveHook(Windows_Hook::Inst()); @@ -632,18 +606,6 @@ void Renderer_Detector::renderer_found(Base_Hook* hook) hm.RemoveHook(h); } } -#endif -} - -Renderer_Detector& Renderer_Detector::Inst() -{ - static Renderer_Detector inst; - return inst; -} - -Base_Hook* Renderer_Detector::get_renderer() const -{ - return game_renderer; } Renderer_Detector::Renderer_Detector(): @@ -662,6 +624,179 @@ Renderer_Detector::Renderer_Detector(): dummy_hWnd(nullptr) {} +#else// defined(__LINUX__)//!STEAM_WIN32 +#include "X11_Hook.h" + +#include +#include + +static decltype(glXSwapBuffers)* _glXSwapBuffers = nullptr; + +void Renderer_Detector::MyglXSwapBuffers(Display *dpy, GLXDrawable drawable) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + Hook_Manager& hm = Hook_Manager::Inst(); + _glXSwapBuffers(reinterpret_cast<::Display*>(dpy), drawable); + if (!inst.stop_retry()) + { + OpenGLX_Hook::Inst()->start_hook(); + } +} + +void Renderer_Detector::HookglXSwapBuffers(decltype(glXSwapBuffers)* glXSwapBuffers) +{ + _glXSwapBuffers = glXSwapBuffers; + + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair(&(void*&)_glXSwapBuffers, (void*)MyglXSwapBuffers) + ); + + rendererdetect_hook->EndHook(); +} + +void Renderer_Detector::hook_openglx(const char* libname) +{ + if (!_oglx_hooked && !_renderer_found) + { + void* library = dlopen(libname, RTLD_NOW); + decltype(glXSwapBuffers)* glXSwapBuffers = nullptr; + if (library != nullptr) + { + glXSwapBuffers = (decltype(glXSwapBuffers))dlsym(library, "glXSwapBuffers"); + } + if (glXSwapBuffers != nullptr) + { + PRINT_DEBUG("Hooked glXMakeCurrent to detect OpenGLX\n"); + + _oglx_hooked = true; + auto h = OpenGLX_Hook::Inst(); + h->loadFunctions(glXSwapBuffers); + Hook_Manager::Inst().AddHook(h); + HookglXSwapBuffers(glXSwapBuffers); + } + else + { + PRINT_DEBUG("Failed to Hook glXMakeCurrent to detect OpenGLX\n"); + } + } +} + +void Renderer_Detector::create_hook(const char* libname) +{ + if (strcasestr(libname, OpenGLX_Hook::DLL_NAME) != nullptr) + hook_openglx(libname); +} + +void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) +{ + _this->rendererdetect_hook = new Base_Hook(); + Hook_Manager& hm = Hook_Manager::Inst(); + hm.AddHook(_this->rendererdetect_hook); + + + std::vector const libraries = { "libGLX.so" }; + + while (!_this->_renderer_found && !_this->stop_retry()) + { + std::ifstream flibrary("/proc/self/maps"); + std::string line; + while( std::getline(flibrary, line) ) + { + std::for_each(libraries.begin(), libraries.end(), [&line, &_this]( std::string const& library ) + { + if( std::search(line.begin(), line.end(), library.begin(), library.end()) != line.end() ) + { + _this->create_hook(line.substr(line.find('/')).c_str()); + } + }); + } + + std::this_thread::sleep_for(std::chrono::milliseconds(500)); + } +} + +Renderer_Detector::Renderer_Detector(): + _hook_thread(nullptr), + _hook_retries(0), + _renderer_found(false), + _oglx_hooked(false), + rendererdetect_hook(nullptr), + game_renderer(nullptr) +{} + +void Renderer_Detector::renderer_found(Base_Hook* hook) +{ + Hook_Manager& hm = Hook_Manager::Inst(); + + _renderer_found = true; + game_renderer = hook; + + if (hook == nullptr) + PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); + else + PRINT_DEBUG("Hooked renderer in %d/%d tries\n", _hook_retries, max_hook_retries); + + _hook_thread->join(); + delete _hook_thread; + _hook_thread = nullptr; + + hm.RemoveHook(rendererdetect_hook); + + if (hook == nullptr) // Couldn't hook renderer + { + hm.RemoveHook(X11_Hook::Inst()); + } + else + { + hm.AddHook(X11_Hook::Inst()); + } + if (_oglx_hooked) + { + auto h = OpenGLX_Hook::Inst(); + if (h != hook) + { + _oglx_hooked = false; + hm.RemoveHook(h); + } + } +} + +#endif + +bool Renderer_Detector::stop_retry() +{ + // Retry or not + bool stop = ++_hook_retries >= max_hook_retries; + + if (stop) + { + renderer_found(nullptr); + } + + return stop; +} + +void Renderer_Detector::find_renderer() +{ + if (_hook_thread == nullptr) + { + _hook_thread = new std::thread(&Renderer_Detector::find_renderer_proc, this); + } +} + +Renderer_Detector& Renderer_Detector::Inst() +{ + static Renderer_Detector inst; + return inst; +} + +Base_Hook* Renderer_Detector::get_renderer() const +{ + return game_renderer; +} + Renderer_Detector::~Renderer_Detector() { if (_hook_thread != nullptr) @@ -670,4 +805,4 @@ Renderer_Detector::~Renderer_Detector() _hook_thread->join(); delete _hook_thread; } -} \ No newline at end of file +} diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index 04f20b2..a7ba624 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -5,12 +5,11 @@ #include #ifndef NO_OVERLAY +#ifdef __WINDOWS__ -#ifdef STEAM_WIN32 struct IDXGISwapChain; struct IDirect3DDevice9; struct IDirect3DDevice9Ex; -#endif class Renderer_Detector { @@ -64,5 +63,41 @@ public: static Renderer_Detector& Inst(); }; +#elif defined __LINUX__ +#include "OpenGLX_Hook.h" + +class Renderer_Detector +{ + // Variables + std::thread* _hook_thread; + unsigned int _hook_retries; + bool _oglx_hooked; + bool _renderer_found; // Is the renderer hooked ? + Base_Hook* rendererdetect_hook; + Base_Hook* game_renderer; + + // Functions + Renderer_Detector(); + ~Renderer_Detector(); + + static void MyglXSwapBuffers(Display *dpy, GLXDrawable drawable); + + void HookglXSwapBuffers(decltype(glXSwapBuffers)* glXSwapBuffers); + + void hook_openglx(const char* libname); + + void create_hook(const char* libname); + bool stop_retry(); + + static void find_renderer_proc(Renderer_Detector* _this); + +public: + void find_renderer(); + void renderer_found(Base_Hook* hook); + Base_Hook* get_renderer() const; + static Renderer_Detector& Inst(); +}; + +#endif//__WINDOWS__ #endif//NO_OVERLAY -#endif//__INCLUDED_RENDERER_DETECTOR_H__ \ No newline at end of file +#endif//__INCLUDED_RENDERER_DETECTOR_H__ From 549dc7c50e42df58c6fde3b93f5f825889df285e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:51:26 +0200 Subject: [PATCH 100/152] This carries window exit --- overlay_experimental/X11_Hook.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/overlay_experimental/X11_Hook.cpp b/overlay_experimental/X11_Hook.cpp index 9ad5de8..81ec275 100644 --- a/overlay_experimental/X11_Hook.cpp +++ b/overlay_experimental/X11_Hook.cpp @@ -117,7 +117,7 @@ bool IgnoreEvent(XEvent &event) // MouseButton case ButtonPress: case ButtonRelease: // Mouse move - case MotionNotify: case ClientMessage: + case MotionNotify: return true; } return false; From dd13377be700df733a1806c674c6edd9fb72e9bf Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 21:08:27 +0200 Subject: [PATCH 101/152] Added linux arch define --- dll/base.h | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) diff --git a/dll/base.h b/dll/base.h index 82b6a38..9d5b5bb 100644 --- a/dll/base.h +++ b/dll/base.h @@ -29,10 +29,18 @@ #endif #if defined(__linux__) || defined(linux) - #define __LINUX__ + #if defined(__x86_64__) + #define __LINUX_64__ + #else + #define __LINUX_32__ + #endif #endif -#if defined(WIN32) || defined(_WIN32) +#if defined(__LINUX_32__) || defined(__LINUX_64__) + #define __LINUX__ +#endif + +#if defined(__WINDOWS__) #define STEAM_WIN32 #pragma warning( disable : 4716) #ifndef NOMINMAX From 1785ae6eaf174ca809392a7590a6361119d7a170 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 1 Sep 2019 20:48:27 +0200 Subject: [PATCH 102/152] Moved every platform specific code to their own folder --- ImGui/impls/imgui_impl_x11.cpp | 302 --------- ImGui/impls/imgui_impl_x11.h | 21 - ImGui/impls/{ => windows}/imgui_impl_dx10.cpp | 0 ImGui/impls/{ => windows}/imgui_impl_dx10.h | 0 ImGui/impls/{ => windows}/imgui_impl_dx11.cpp | 0 ImGui/impls/{ => windows}/imgui_impl_dx11.h | 0 ImGui/impls/{ => windows}/imgui_impl_dx12.cpp | 0 ImGui/impls/{ => windows}/imgui_impl_dx12.h | 0 ImGui/impls/{ => windows}/imgui_impl_dx9.cpp | 0 ImGui/impls/{ => windows}/imgui_impl_dx9.h | 0 .../impls/{ => windows}/imgui_impl_win32.cpp | 0 ImGui/impls/{ => windows}/imgui_impl_win32.h | 0 overlay_experimental/Base_Hook.cpp | 2 +- overlay_experimental/Linux_Detour.cpp | 637 ------------------ overlay_experimental/Linux_Detour.h | 32 - overlay_experimental/OpenGLX_Hook.cpp | 150 ----- overlay_experimental/OpenGLX_Hook.h | 45 -- overlay_experimental/Renderer_Detector.cpp | 2 +- overlay_experimental/Renderer_Detector.h | 2 +- overlay_experimental/X11_Hook.cpp | 214 ------ overlay_experimental/X11_Hook.h | 50 -- overlay_experimental/steam_overlay.cpp | 10 +- .../{ => windows}/DX10_Hook.cpp | 0 .../{ => windows}/DX10_Hook.h | 0 .../{ => windows}/DX11_Hook.cpp | 0 .../{ => windows}/DX11_Hook.h | 0 .../{ => windows}/DX12_Hook.cpp | 0 .../{ => windows}/DX12_Hook.h | 0 .../{ => windows}/DX9_Hook.cpp | 0 overlay_experimental/{ => windows}/DX9_Hook.h | 0 .../{ => windows}/DirectX_VTables.h | 0 .../{ => windows}/ImGui_ShaderBlobs.cpp | 0 .../{ => windows}/ImGui_ShaderBlobs.h | 0 .../{ => windows}/OpenGL_Hook.cpp | 0 .../{ => windows}/OpenGL_Hook.h | 0 .../{ => windows}/Windows_Hook.cpp | 0 .../{ => windows}/Windows_Hook.h | 2 +- 37 files changed, 9 insertions(+), 1460 deletions(-) delete mode 100644 ImGui/impls/imgui_impl_x11.cpp delete mode 100644 ImGui/impls/imgui_impl_x11.h rename ImGui/impls/{ => windows}/imgui_impl_dx10.cpp (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx10.h (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx11.cpp (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx11.h (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx12.cpp (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx12.h (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx9.cpp (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx9.h (100%) rename ImGui/impls/{ => windows}/imgui_impl_win32.cpp (100%) rename ImGui/impls/{ => windows}/imgui_impl_win32.h (100%) delete mode 100644 overlay_experimental/Linux_Detour.cpp delete mode 100644 overlay_experimental/Linux_Detour.h delete mode 100644 overlay_experimental/OpenGLX_Hook.cpp delete mode 100644 overlay_experimental/OpenGLX_Hook.h delete mode 100644 overlay_experimental/X11_Hook.cpp delete mode 100644 overlay_experimental/X11_Hook.h rename overlay_experimental/{ => windows}/DX10_Hook.cpp (100%) rename overlay_experimental/{ => windows}/DX10_Hook.h (100%) rename overlay_experimental/{ => windows}/DX11_Hook.cpp (100%) rename overlay_experimental/{ => windows}/DX11_Hook.h (100%) rename overlay_experimental/{ => windows}/DX12_Hook.cpp (100%) rename overlay_experimental/{ => windows}/DX12_Hook.h (100%) rename overlay_experimental/{ => windows}/DX9_Hook.cpp (100%) rename overlay_experimental/{ => windows}/DX9_Hook.h (100%) rename overlay_experimental/{ => windows}/DirectX_VTables.h (100%) rename overlay_experimental/{ => windows}/ImGui_ShaderBlobs.cpp (100%) rename overlay_experimental/{ => windows}/ImGui_ShaderBlobs.h (100%) rename overlay_experimental/{ => windows}/OpenGL_Hook.cpp (100%) rename overlay_experimental/{ => windows}/OpenGL_Hook.h (100%) rename overlay_experimental/{ => windows}/Windows_Hook.cpp (100%) rename overlay_experimental/{ => windows}/Windows_Hook.h (97%) diff --git a/ImGui/impls/imgui_impl_x11.cpp b/ImGui/impls/imgui_impl_x11.cpp deleted file mode 100644 index 1065ae4..0000000 --- a/ImGui/impls/imgui_impl_x11.cpp +++ /dev/null @@ -1,302 +0,0 @@ -// dear imgui: Platform Binding 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: -// [?] Platform: Clipboard support -// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [?] Platform: Keyboard arrays indexed using -// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. - -#include "imgui.h" -#include "imgui_impl_x11.h" - -#include -#include -#include -#include - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2019-08-31: Initial X11 implementation - -// X11 Data -static Display* g_Display = nullptr; -static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; -static bool g_HasGamepad = false; -static bool g_WantUpdateHasGamepad = true; - -// Functions -bool ImGui_ImplX11_Init(void *display) -{ - //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) - // return false; - //if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) - // return false; - - // Setup back-end capabilities flags - g_Display = reinterpret_cast(display); - ImGuiIO& io = ImGui::GetIO(); - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - io.BackendPlatformName = "imgui_impl_x11"; - io.ImeWindowHandle = nullptr; - - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. - io.KeyMap[ImGuiKey_Tab] = -1; - io.KeyMap[ImGuiKey_LeftArrow] = -1; - io.KeyMap[ImGuiKey_RightArrow] = -1; - io.KeyMap[ImGuiKey_UpArrow] = -1; - io.KeyMap[ImGuiKey_DownArrow] = -1; - io.KeyMap[ImGuiKey_PageUp] = -1; - io.KeyMap[ImGuiKey_PageDown] = -1; - io.KeyMap[ImGuiKey_Home] = -1; - io.KeyMap[ImGuiKey_End] = -1; - io.KeyMap[ImGuiKey_Insert] = -1; - io.KeyMap[ImGuiKey_Delete] = -1; - io.KeyMap[ImGuiKey_Backspace] = -1; - io.KeyMap[ImGuiKey_Space] = -1; - io.KeyMap[ImGuiKey_Enter] = -1; - io.KeyMap[ImGuiKey_Escape] = -1; - io.KeyMap[ImGuiKey_A] = -1; - io.KeyMap[ImGuiKey_C] = -1; - io.KeyMap[ImGuiKey_V] = -1; - io.KeyMap[ImGuiKey_X] = -1; - io.KeyMap[ImGuiKey_Y] = -1; - io.KeyMap[ImGuiKey_Z] = -1; - return true; -} - -void ImGui_ImplX11_Shutdown() -{ - g_Display = nullptr; -} - -static bool ImGui_ImplWin32_UpdateMouseCursor() -{ - /* - ImGuiIO& io = ImGui::GetIO(); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) - return false; - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - ::SetCursor(NULL); - } - else - { - // Show OS mouse cursor - LPTSTR win32_cursor = IDC_ARROW; - switch (imgui_cursor) - { - case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; - case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; - case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; - case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; - case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; - case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; - case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; - case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; - } - ::SetCursor(::LoadCursor(NULL, win32_cursor)); - } - */ - return true; -} - -static void ImGui_ImplWin32_UpdateMousePos() -{ - ImGuiIO& io = ImGui::GetIO(); - - // 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); - //} - - // Set mouse position - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - - -} - -/* TODO: support linux gamepad ? -#ifdef _MSC_VER -#pragma comment(lib, "xinput") -#endif - -// Gamepad navigation mapping -static void ImGui_ImplWin32_UpdateGamepads() -{ - ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; - - // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. - // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. - if (g_WantUpdateHasGamepad) - { - XINPUT_CAPABILITIES caps; - g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); - g_WantUpdateHasGamepad = false; - } - - XINPUT_STATE xinput_state; - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) - { - const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - - #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } - #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } - MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); - MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); - MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); - MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); - #undef MAP_BUTTON - #undef MAP_ANALOG - } -} -*/ - -void ImGui_ImplX11_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()."); - - // Setup display size (every frame to accommodate for window resizing) - Window rootWnd = DefaultRootWindow(g_Display); - - // Todo: use X11 to get this value - GLint m_viewport[4]; - glGetIntegerv( GL_VIEWPORT, m_viewport ); - io.DisplaySize.x = m_viewport[2]; - io.DisplaySize.y = m_viewport[3]; - - - /* - io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); - - // Setup time step - INT64 current_time; - ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); - io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; - g_Time = current_time; - - // Read keyboard modifiers inputs - io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; - io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; - io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; - io.KeySuper = false; - // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. - - // Update OS mouse position - ImGui_ImplWin32_UpdateMousePos(); - - // Update OS mouse cursor with the cursor requested by imgui - ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); - if (g_LastMouseCursor != mouse_cursor) - { - g_LastMouseCursor = mouse_cursor; - ImGui_ImplWin32_UpdateMouseCursor(); - } - */ - - // Update game controllers (if enabled and available) - //ImGui_ImplWin32_UpdateGamepads(); -} - -// Process Win32 mouse/keyboard inputs. -// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. -// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. -// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. -// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. -IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) -{ - if (ImGui::GetCurrentContext() == NULL) - return 0; - - ImGuiIO& io = ImGui::GetIO(); - switch (event.type) - { - case ButtonPress: - switch(event.xbutton.button ) - { - case Button1: case Button2: case Button3: - io.MouseDown[event.xbutton.button-1] = true; - break; - - case Button4: // Mouse wheel up - event.xbutton.button = Button4; - //io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; - return 0; - - case Button5: // Mouse wheel down - event.xbutton.button = Button5; - //io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; - return 0; - } - - break; - - case ButtonRelease: - switch(event.xbutton.button ) - { - case Button1: case Button2: case Button3: - io.MouseDown[event.xbutton.button-1] = false; - break; - } - break; - - case KeyPress: - case KeyRelease: - break; - - case MotionNotify: - io.MousePos.x = event.xmotion.x; - io.MousePos.y = event.xmotion.y; - break; - } - /* - case WM_KEYDOWN: - case WM_SYSKEYDOWN: - if (wParam < 256) - io.KeysDown[wParam] = 1; - return 0; - case WM_KEYUP: - case WM_SYSKEYUP: - if (wParam < 256) - io.KeysDown[wParam] = 0; - return 0; - case WM_CHAR: - // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - io.AddInputCharacter((unsigned int)wParam); - return 0; - case WM_DEVICECHANGE: - if ((UINT)wParam == DBT_DEVNODES_CHANGED) - g_WantUpdateHasGamepad = true; - return 0; - } - */ - return 0; -} - diff --git a/ImGui/impls/imgui_impl_x11.h b/ImGui/impls/imgui_impl_x11.h deleted file mode 100644 index 387609a..0000000 --- a/ImGui/impls/imgui_impl_x11.h +++ /dev/null @@ -1,21 +0,0 @@ -// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) - -// Implemented features: -// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. - -#pragma once - -IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display); -IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); - -// Handler for Win32 messages, update mouse/keyboard data. -// You may or not need this for your implementation, but it can serve as reference for handling inputs. -// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. -/* -IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent *event); -*/ diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/windows/imgui_impl_dx10.cpp similarity index 100% rename from ImGui/impls/imgui_impl_dx10.cpp rename to ImGui/impls/windows/imgui_impl_dx10.cpp diff --git a/ImGui/impls/imgui_impl_dx10.h b/ImGui/impls/windows/imgui_impl_dx10.h similarity index 100% rename from ImGui/impls/imgui_impl_dx10.h rename to ImGui/impls/windows/imgui_impl_dx10.h diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp similarity index 100% rename from ImGui/impls/imgui_impl_dx11.cpp rename to ImGui/impls/windows/imgui_impl_dx11.cpp diff --git a/ImGui/impls/imgui_impl_dx11.h b/ImGui/impls/windows/imgui_impl_dx11.h similarity index 100% rename from ImGui/impls/imgui_impl_dx11.h rename to ImGui/impls/windows/imgui_impl_dx11.h diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/windows/imgui_impl_dx12.cpp similarity index 100% rename from ImGui/impls/imgui_impl_dx12.cpp rename to ImGui/impls/windows/imgui_impl_dx12.cpp diff --git a/ImGui/impls/imgui_impl_dx12.h b/ImGui/impls/windows/imgui_impl_dx12.h similarity index 100% rename from ImGui/impls/imgui_impl_dx12.h rename to ImGui/impls/windows/imgui_impl_dx12.h diff --git a/ImGui/impls/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp similarity index 100% rename from ImGui/impls/imgui_impl_dx9.cpp rename to ImGui/impls/windows/imgui_impl_dx9.cpp diff --git a/ImGui/impls/imgui_impl_dx9.h b/ImGui/impls/windows/imgui_impl_dx9.h similarity index 100% rename from ImGui/impls/imgui_impl_dx9.h rename to ImGui/impls/windows/imgui_impl_dx9.h diff --git a/ImGui/impls/imgui_impl_win32.cpp b/ImGui/impls/windows/imgui_impl_win32.cpp similarity index 100% rename from ImGui/impls/imgui_impl_win32.cpp rename to ImGui/impls/windows/imgui_impl_win32.cpp diff --git a/ImGui/impls/imgui_impl_win32.h b/ImGui/impls/windows/imgui_impl_win32.h similarity index 100% rename from ImGui/impls/imgui_impl_win32.h rename to ImGui/impls/windows/imgui_impl_win32.h diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 418f50b..c04b39d 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -39,7 +39,7 @@ void Base_Hook::UnhookAll() } #else -#include "Linux_Detour.h" +#include "linux/Linux_Detour.h" void Base_Hook::BeginHook() { diff --git a/overlay_experimental/Linux_Detour.cpp b/overlay_experimental/Linux_Detour.cpp deleted file mode 100644 index 984e815..0000000 --- a/overlay_experimental/Linux_Detour.cpp +++ /dev/null @@ -1,637 +0,0 @@ -#include "Linux_Detour.h" - -#include -#include - -#include - -#include -#include -#include -#include - -//------------------------------------------------------------------------------// -// Helper funcs -//------------------------------------------------------------------------------// -constexpr static auto relative_jump_size = 5; -constexpr static auto relative_addr_jump_size = sizeof(int32_t); -constexpr static auto absolute_jump_size = 6; - -struct -{ - bool has_r_m; - uint8_t base_size; -} s_opcodes[256] = -{ - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 0 - 7 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 8 - 15 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 16 - 23 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 24 - 31 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 32 - 39 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 40 - 47 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 48 - 55 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 56 - 63 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 64 - 71 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 72 - 79 - // PUSH ... - {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 80 - 87 - // POP ... - {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 88 - 95 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 96 - 103 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 104 - 111 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 112 - 129 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 120 - 127 - // MOV, ADD, ... R8 <- IMM8 TEST_8 TEST XCHG_8 XCHG - {true , 3}, {true , 6}, {true , 3}, {true , 3}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, // 128 - 135 - // MOV_8 MOV MOV_R8_B MOV_R32_D MOV_32_ES LEA MOV_ES_32 POP - {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {false, 2}, // 136 - 143 - // NOP - {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 144 - 151 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 152 - 159 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 160 - 167 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 168 - 175 - // MOV_AL MOV_CL MOV_DL MOV_BL MOV_AH MOV_CH MOV_DH MOV_BH - {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, // 176 - 183 - // MOV_EAX MOV_ECX MOV_EDX MOV_EBX MOV_ESP MOV_EBP MOV_ESI MOV_EDI, - {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, // 184 - 191 - // RETN_IMM16 RETN - {false, 0}, {false, 0}, {false, 3}, {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 192 - 199 - // LEAVE RETF_IMM16 RETF INT INT_IMM8 INTO - {false, 0}, {false, 1}, {false, 3}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 0}, // 200 - 207 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 208 - 215 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 216 - 223 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 224 - 231 - // CALL JMP LJMP SHORT_JMP - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 232 - 239 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 240 - 247 - // EXTENDED - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 6}, // 248 - 255 -}; - -static constexpr auto mod_mask = 0xC0; -static constexpr auto register_addressing_mode = 0xC0; -static constexpr auto four_bytes_signed_displacement = 0x80; -static constexpr auto one_byte_signed_displacement = 0x40; - -static constexpr auto rm_mask = 0x05; -static constexpr auto displacement_only_addressing = 0x05; -static constexpr auto sib_with_no_displacement = 0x04; -static constexpr auto register_indirect_addressing_mode = 0x00; - -enum opcodes_e // Commonly used opcode in the beginning of functions -{ - PUSH_EAX = 0x50, PUSH_ECX, PUSH_EDX, PUSH_EBX, PUSH_ESP, PUSH_EBP, PUSH_ESI, PUSH_EDI, - POP_EAX , POP_ECX , POP_EDX , POP_EBX , POP_ESP , POP_EBP , POP_ESI , POP_EDI , - - R8_IMM8 = 0x80, R32_IMM32, R8_IMM8_2, R32_IMM8, - TEST_8, TEST, - XCHG_8, XCHG, - MOV_8 , MOV, - MOV_8_B, MOV_32_D, MOV_32_ES, - LEA, - MOV_ES_32, POP, - NOP, - MOV_AL = 0xB0, MOV_CL, MOV_DL, MOV_BL, MOV_AH, MOV_CH, MOV_DH, MOV_BH, - MOV_EAX, MOV_ECX, MOV_EDX, MOV_EBX, MOV_ESP, MOV_EBP, MOV_ESI, MOV_EDI, - RETN_IMM16 = 0xC2, RETN, - LEAVE = 0xC9, RETF_IMM16, RETF, INT, INT_IMM8, INTO, - CALL = 0xE8, // 5 bytes don't process - JMP, // 5 bytes don't process - LJMP, // 7 bytes, don't process - SHORT_JMP, // 2 bytes don't process - EXTENDED = 0xFF, -}; - -const char* opcode_name(uint8_t opcode) -{ -#define NAME(opcode_name) case opcode_name: return #opcode_name - switch( opcode ) - { - NAME(PUSH_EAX); NAME(PUSH_ECX); NAME(PUSH_EDX); NAME(PUSH_EBX); - NAME(PUSH_ESP); NAME(PUSH_EBP); NAME(PUSH_ESI); NAME(PUSH_EDI); - NAME(POP_EAX); NAME(POP_ECX); NAME(POP_EDX); NAME(POP_EBX); - NAME(POP_ESP); NAME(POP_EBP); NAME(POP_ESI); NAME(POP_EDI); - NAME(R8_IMM8); NAME(R32_IMM32); NAME(R8_IMM8_2); NAME(R32_IMM8); - NAME(TEST_8); NAME(TEST); NAME(XCHG_8); NAME(XCHG); NAME(MOV_8); NAME(MOV); - NAME(MOV_8_B); NAME(MOV_32_D); NAME(MOV_32_ES); - NAME(LEA); - NAME(MOV_ES_32); NAME(POP); - NAME(NOP); - NAME(MOV_AL) ; NAME(MOV_CL) ; NAME(MOV_DL) ; NAME(MOV_BL) ; NAME(MOV_AH) ; NAME(MOV_CH) ; NAME(MOV_DH) ; NAME(MOV_BH) ; - NAME(MOV_EAX); NAME(MOV_ECX); NAME(MOV_EDX); NAME(MOV_EBX); NAME(MOV_ESP); NAME(MOV_EBP); NAME(MOV_ESI); NAME(MOV_EDI); - NAME(RETN_IMM16); NAME(RETN); NAME(LEAVE); NAME(RETF_IMM16); NAME(RETF); - NAME(INT); NAME(INT_IMM8); NAME(INTO); NAME(CALL); NAME(JMP); NAME(LJMP); NAME(SHORT_JMP); - NAME(EXTENDED); - } -#undef NAME - return "no registered"; -} - -#pragma pack(push, 1) - -struct trampoline_x86_t -{ - uint8_t trampolineBytes[16+relative_jump_size]; // trampoline + original function opcodes - uint8_t hookJump[relative_jump_size]; // jump to hook addr, needed because of relative jump overflow - uint8_t nOriginalBytes; // number of original function bytes bkp - uint8_t originalBytes[16]; // original function bytes -}; - -typedef trampoline_x86_t trampoline_t; - -struct trampoline_region_t -{ - uint32_t header; - uint8_t numTrampolines; // current trampolines allocated - trampoline_t *trampolines_start; // start pointer of current region trampolines - trampoline_t *next_free_trampoline; // next free trampoline in region -}; - -#pragma pack(pop) - -struct transaction_t -{ - bool detach; - void** ppOriginalFunc; - trampoline_t *trampoline; -}; - -static std::list trampoline_regions; - -static bool transaction_started = false; -static std::list cur_transaction; - -inline size_t page_size() -{ - static size_t _page_size = sysconf(_SC_PAGESIZE); - return _page_size; -} - -inline size_t region_size() -{ - return page_size(); -} - -static uint8_t max_trampolines_in_region = region_size() / sizeof(trampoline_t); - -inline void* library_address_by_handle(void *library) -{ - return (library == nullptr ? nullptr : *reinterpret_cast(library)); -} - -inline size_t page_align(size_t size, size_t page_size) -{ - return (size+(page_size-1)) & (((size_t)-1)^(page_size-1)); -} - -inline void* page_addr(void* addr, size_t page_size) -{ - return reinterpret_cast(reinterpret_cast(addr) & (((size_t)-1)^(page_size-1))); -} - -//////////////////////////////////////////////////// -/// Tiny disasm - -bool is_opcode_terminating_function(uint8_t* pCode) -{ - switch( *pCode ) - { - case LEAVE: - case RETN: case RETN_IMM16: - case RETF: case RETF_IMM16: - case INT: case INT_IMM8: case INTO: - return true; - } - return false; -} - -int find_space_for_trampoline(uint8_t* func, int bytes_needed) -{ - if( func == nullptr ) - return -1; - - int code_len = -1; - bool search = true; - uint8_t *startCode = reinterpret_cast(func); - uint8_t *pCode = startCode; - while( search ) // Find opcodes size and try to find at least 5 bytes for our JMP - { - if( is_opcode_terminating_function(pCode) ) - break; - - if( s_opcodes[*pCode].has_r_m ) - { // MOD-REG-R/M Byte - // 7 6 5 4 3 2 1 0 - bits - //[ MOD ][ REG ][ R/M ] - switch( pCode[1] & mod_mask ) // Check MOD to know how many bytes we have after this opcode - { - case register_addressing_mode : pCode += s_opcodes[*pCode].base_size ; break;// register addressing mode [opcode] [R/M] [XX] - case four_bytes_signed_displacement: pCode += s_opcodes[*pCode].base_size+5; break;// address mode byte + 4 bytes displacement - case one_byte_signed_displacement : pCode += s_opcodes[*pCode].base_size+2; break;// address mode byte + 1 byte displacement - case 0x00: - switch( pCode[1] & rm_mask ) - { - case sib_with_no_displacement : pCode += s_opcodes[*pCode].base_size+1; break;// SIB with no displacement - case displacement_only_addressing : pCode += s_opcodes[*pCode].base_size+4; break;// 4 bytes Displacement only addressing mode - case register_indirect_addressing_mode: pCode += s_opcodes[*pCode].base_size; // Register indirect addressing mode - } - } - } - else if( s_opcodes[*pCode].base_size ) - { - pCode += s_opcodes[*pCode].base_size; - } - else - { - switch( *pCode ) - { - case CALL: case JMP: case LJMP: case SHORT_JMP: - //std::cerr << "CALL and JMP are not supported for trampolines." << std::endl; - search = false; - break; - - case EXTENDED: - //std::cerr << "IMPORT_JUMP is not handled" << std::endl; - if (pCode[1] == 0x25) // This is an imported function - { // Get the true function call - //pCode = (uint8_t*)*(pCode+2); - //startCode = pCode; - // For now disable this case - search = false; - } - else - { - search = false; - } - break; - - default: - //std::cerr << "opcode " << std::hex << (uint32_t)*pCode << " no registered" << std::endl; - search = false; - } - } - - if( (pCode - startCode) >= bytes_needed && search ) - { - search = false; - code_len = pCode-startCode; - } - } - return code_len; -} - -/////////////////////////////////////////// -// Tiny asm - -inline uint8_t* gen_immediate_addr(uint8_t* opcode_addr, uint8_t* dest) -{ - *reinterpret_cast(opcode_addr) = (dest - (opcode_addr + relative_addr_jump_size)); - return opcode_addr + relative_addr_jump_size; -} - -inline uint8_t* gen_immediate_jump(uint8_t* opcode_addr, uint8_t* dest) -{ - *opcode_addr++ = JMP; - return gen_immediate_addr(opcode_addr, dest); -} - -inline uint8_t* gen_immediate_call(uint8_t* opcode_addr, uint8_t* dest) -{ - *opcode_addr++ = CALL; - return gen_immediate_addr(opcode_addr, dest); -} - -uint8_t* relative_addr_to_absolute(int32_t rel_addr, uint8_t *code_addr) -{ - return code_addr + rel_addr + relative_jump_size; -} - -void alloc_new_trampoline_region() -{ - trampoline_region_t region; - - region.numTrampolines = 0; - // allocate new trampoline right in the middle of memory so relative jump can access any function - region.trampolines_start = reinterpret_cast(mmap((void*)std::numeric_limits::max(), // allocate the page near the half of memory addressing - region_size(), // size - PROT_EXEC|PROT_WRITE|PROT_READ, // protection - MAP_PRIVATE|MAP_32BIT|MAP_ANONYMOUS, // don't map a file but memory - -1, // fd = -1 - 0) // offset - ); - // Fill the region with 0 - std::fill(reinterpret_cast(region.trampolines_start), reinterpret_cast(region.trampolines_start)+region_size(), 0); - region.next_free_trampoline = region.trampolines_start; - // Protect trampoline region memory - mprotect((void*)region.trampolines_start, region_size(), PROT_READ|PROT_EXEC); - - trampoline_regions.push_back(region); -} - -trampoline_t* get_free_trampoline() -{ - if (!transaction_started) - return nullptr; - - trampoline_t *res = nullptr; - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [&res](trampoline_region_t ®ion){ - if( region.numTrampolines == max_trampolines_in_region ) - return false; - return true; - }); - - if( it == trampoline_regions.end() ) - { - alloc_new_trampoline_region(); - it = --trampoline_regions.end(); - } - res = it->next_free_trampoline; - - trampoline_t *next_new_trampoline = res+1; - if( it->numTrampolines != max_trampolines_in_region ) - { - while( next_new_trampoline->nOriginalBytes != 0 ) - { - ++next_new_trampoline; - } - } - else - { - next_new_trampoline = nullptr; - } - it->next_free_trampoline = next_new_trampoline; - - ++it->numTrampolines; - - return res; -} - -void clear_trampoline(trampoline_region_t& region, trampoline_t *trampoline) -{ - --region.numTrampolines; - - std::fill(reinterpret_cast(trampoline), reinterpret_cast(trampoline+1), 0); - if( region.next_free_trampoline == nullptr || region.next_free_trampoline > trampoline ) - region.next_free_trampoline = trampoline; -} - -inline bool is_page_inside_region(void *page, trampoline_region_t& region) -{ - if( page >= region.trampolines_start && page <= (region.trampolines_start+region_size()) ) - return true; - return false; -} - -//------------------------------------------------------------------------------// - -/* -#include -#include - -static pid_t tid = 0; - -struct dism_pthread_t -{ - uint32_t d0; - uint32_t d4; - uint32_t d8; - uint32_t dc; - uint32_t d10; - uint32_t d14; - uint32_t d18; - uint32_t d1c; - uint32_t d20; - uint32_t d24; - uint32_t d28; - uint32_t d2c; - uint32_t d30; - uint32_t d34; - uint32_t d38; - uint32_t d3c; - uint32_t d40; - uint32_t d44; - uint32_t d48; - uint32_t d4c; - uint32_t d50; - uint32_t d54; - uint32_t d58; - uint32_t d5c; - uint32_t d60; - uint32_t d64; - pid_t task_id; -}; -*/ - -int Linux_Detour::update_thread(pthread_t thread_id) -{ - //dism_pthread_t *dt = (dism_pthread_t*)thread_id; - - // dt->task_id == syscall(SYS_gettid); - - - return 0; -} - -int Linux_Detour::transaction_begin() -{ - if( transaction_started ) - return -1; - - transaction_started = true; - - return 0; -} - -int Linux_Detour::transaction_abort() -{ - if(!transaction_started) - return -1; - - for( auto &i : cur_transaction ) - { - trampoline_t *trampoline = i.trampoline; - void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ - if( is_page_inside_region(page_start, region) ) - return true; - return false; - }); - if( it != trampoline_regions.end() ) - { - clear_trampoline(*it, trampoline); - } - } - cur_transaction.clear(); - transaction_started = false; - - return 0; -} - -int Linux_Detour::transaction_commit() -{ - if (!transaction_started ) - return -1; - - for( auto &i : cur_transaction) - { - trampoline_t *trampoline = i.trampoline; - void **ppOriginalFunc = i.ppOriginalFunc; - - int res; - - if( i.detach ) - { - void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); - - *ppOriginalFunc = (void*)(relative_addr_to_absolute(*reinterpret_cast(trampoline->trampolineBytes+trampoline->nOriginalBytes+1), - trampoline->trampolineBytes)); - - void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); - - // Allow write on the original func - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - // Write the original opcodes - std::copy(trampoline->originalBytes, trampoline->originalBytes+trampoline->nOriginalBytes, - reinterpret_cast(*ppOriginalFunc)); - - // Remove write permission - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); - - // Allow write on trampoline page - res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - clear_trampoline(*reinterpret_cast(trampoline_page), trampoline); - - // Remove write permission - res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); - } - else - { - void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); - - // Allow write on the original func - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - // Write the jump to trampoline - gen_immediate_jump(reinterpret_cast(*ppOriginalFunc), trampoline->hookJump); - - // Remove write permission - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); - - *ppOriginalFunc = (void*)(trampoline->trampolineBytes); - } - } - cur_transaction.clear(); - transaction_started = false; - - return 0; -} - -int Linux_Detour::unhook_func(void** ppOriginalFunc, void* _hook) -{ - if( !transaction_started ) - return -EPERM; - - if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) - return -EINVAL; - - trampoline_t *trampoline = reinterpret_cast(*ppOriginalFunc); - void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ - if( is_page_inside_region(page_start, region) ) - return true; - return false; - }); - if( it != trampoline_regions.end() ) - { - cur_transaction.push_back({true, ppOriginalFunc, trampoline}); - } - - return -EINVAL; -} - -int Linux_Detour::hook_func(void** ppOriginalFunc, void* _hook) -{ - if( !transaction_started ) - return -EPERM; - - if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) - return -EINVAL; - - uint8_t* hook = reinterpret_cast(_hook); - uint8_t* pOriginalFunc = reinterpret_cast(*ppOriginalFunc); - int code_len = find_space_for_trampoline(pOriginalFunc, relative_jump_size); - - if( code_len < relative_jump_size ) - return -ENOSPC; - - // Allocate the trampoline, try to put it right in the middle of the mem, so a relative jump can access any function in the app (+/-2GB) - // - // Our hook is a 5 bytes JMP (1 bytes for opcode, 4 for RELATIVE jump) - // /!\ TODO: Add checks on JMP overflow - - trampoline_t *trampoline = get_free_trampoline(); - uint8_t *pTrampolineCode = trampoline->trampolineBytes; - - void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); - - // Enable write to the trampoline region - mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - // Create relative jmp to hook - gen_immediate_jump(trampoline->hookJump, hook); - // Copy original opcodes - trampoline->nOriginalBytes = code_len; - std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, trampoline->originalBytes); - std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, pTrampolineCode); - pTrampolineCode += code_len; - // Create the relative jmp to original (function + backed up opcodes) - pTrampolineCode = gen_immediate_jump(pTrampolineCode, pOriginalFunc+code_len); - pTrampolineCode += relative_addr_jump_size; - - // Disable trampoline region write - mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); - - cur_transaction.push_back({false, ppOriginalFunc, trampoline}); - - return 0; -} - -/* ------ DOCUMENTATION ------ -http://www.c-jump.com/CIS77/CPU/x86/lecture.html <- some help to understand [MOD][REG][R/M] (see paragraph #6) -http://shell-storm.org/online/Online-Assembler-and-Disassembler <- online assembler -http://ref.x86asm.net/coder32.html <- opcodes reference - -X86 - -push ebx : 0x53 -sub esp ?? : 0x83 0xEC 0x?? -call ????????: 0xE8 0x?? 0x?? 0x?? 0x?? - - -// relative jmp: ???????? = dst_addr - curr_addr - 5 -jmp ???????? : 0xe9 0x?? 0x?? 0x?? 0x?? -destination = 0x8dba8 -jmp location: 0x91995 - opcodes: e9 0e c2 ff ff -0e c2 ff ff = 0x8dba8 - 0x91995 - 5 - -// short jmp: ?? = dst_addr - curr_addr - 2 -jmp short ??: 0xeb 0x?? -destination = 0x91964 -jmp location: 0x9198f - opcodes: 0xeb 0xd3 -d3 = 0x91964 - 0x9198f - 2 - -X64 - -TODO: - Hint: make relative jump to near (+/-2Gb) code : 5 bytes - load absolute addr into R11 and call a jmp on register R11 : 13 bytes - Or - Reuse x86 relative jmp method - -Example: -mov r11, 0x0123456789abcdef -> 0x49 0xbb 0xef 0xcd 0xab 0x89 0x67 0x45 0x23 0x01 -jmp r11 -> 0x41 0xff 0xe3 - - -*/ diff --git a/overlay_experimental/Linux_Detour.h b/overlay_experimental/Linux_Detour.h deleted file mode 100644 index 731d426..0000000 --- a/overlay_experimental/Linux_Detour.h +++ /dev/null @@ -1,32 +0,0 @@ -#ifndef LINUX_DETOUR_H -#define LINUX_DETOUR_H - -#include -#include -#include -#include - -class Linux_Detour -{ - public: - static int update_thread(pthread_t thread_id); - static int transaction_begin(); - static int transaction_abort(); - static int transaction_commit(); - static int hook_func(void** ppOriginalFunc, void* _hook); - static int unhook_func(void** ppOriginalFunc, void* _hook); - - private: - static int hook_func_abs(void** ppOriginalFunc, void* _hook); - static int hook_func_rel(void** ppOriginalFunc, void* _hook); - - Linux_Detour() = delete; - Linux_Detour(Linux_Detour const&) = delete; - Linux_Detour(Linux_Detour &&) = delete; - Linux_Detour& operator=(Linux_Detour const&) = delete; - Linux_Detour& operator=(Linux_Detour &&) = delete; -}; - -extern "C" void *elf_hook(char const *library_filename, void const *library_address, char const *function_name, void const *substitution_address); - -#endif // LINUX_DETOUR_H diff --git a/overlay_experimental/OpenGLX_Hook.cpp b/overlay_experimental/OpenGLX_Hook.cpp deleted file mode 100644 index a4fa3da..0000000 --- a/overlay_experimental/OpenGLX_Hook.cpp +++ /dev/null @@ -1,150 +0,0 @@ -#include "OpenGLX_Hook.h" -#include "X11_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" - -#ifndef NO_OVERLAY - -#include -#include - -#include "steam_overlay.h" - -OpenGLX_Hook* OpenGLX_Hook::_inst = nullptr; - -bool OpenGLX_Hook::start_hook() -{ - bool res = true; - if (!hooked) - { - if (!X11_Hook::Inst()->start_hook()) - return false; - - GLenum err = glewInit(); - - if (err == GLEW_OK) - { - PRINT_DEBUG("Hooked OpenGLX\n"); - - hooked = true; - Renderer_Detector::Inst().renderer_found(this); - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(void*&)_glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers) - ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook OpenGLX\n"); - /* Problem: glewInit failed, something is seriously wrong. */ - PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); - res = false; - } - } - return true; -} - -void OpenGLX_Hook::resetRenderState() -{ - if (initialized) - { - ImGui_ImplOpenGL3_Shutdown(); - //X11_Hook::Inst()->resetRenderState(); - ImGui::DestroyContext(); - - initialized = false; - } -} - -// Try to make this function and overlay's proc as short as possible or it might affect game's fps. -void OpenGLX_Hook::prepareForOverlay(Display* display) -{ - PRINT_DEBUG("Called SwapBuffer hook"); - - if( ! initialized ) - { - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - io.IniFilename = NULL; - - ImGui_ImplOpenGL3_Init(); - initialized = true; - } - - if( initialized ) - { - ImGuiIO& io = ImGui::GetIO(); - - GLint m_viewport[4]; - glGetIntegerv( GL_VIEWPORT, m_viewport ); - int width = m_viewport[2]; - int height = m_viewport[3]; - - ImGui_ImplOpenGL3_NewFrame(); - X11_Hook::Inst()->prepareForOverlay(display); - - ImGui::NewFrame(); - - get_steam_client()->steam_overlay->OverlayProc(width, height); - - ImGui::EndFrame(); - - ImGui::Render(); - - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - } -} - -void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) -{ - OpenGLX_Hook::Inst()->prepareForOverlay(display); - OpenGLX_Hook::Inst()->_glXSwapBuffers(display, drawable); -} - -OpenGLX_Hook::OpenGLX_Hook(): - initialized(false), - hooked(false), - _glXSwapBuffers(nullptr) -{ - //_library = dlopen(DLL_NAME); -} - -OpenGLX_Hook::~OpenGLX_Hook() -{ - PRINT_DEBUG("OpenGLX Hook removed\n"); - - if (initialized) - { - ImGui_ImplOpenGL3_Shutdown(); - ImGui::DestroyContext(); - } - - //dlclose(_library); - - _inst = nullptr; -} - -OpenGLX_Hook* OpenGLX_Hook::Inst() -{ - if (_inst == nullptr) - _inst = new OpenGLX_Hook; - - return _inst; -} - -const char* OpenGLX_Hook::get_lib_name() const -{ - return DLL_NAME; -} - -void OpenGLX_Hook::loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers) -{ - _glXSwapBuffers = pfnglXSwapBuffers; -} - -#endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGLX_Hook.h b/overlay_experimental/OpenGLX_Hook.h deleted file mode 100644 index 271d50f..0000000 --- a/overlay_experimental/OpenGLX_Hook.h +++ /dev/null @@ -1,45 +0,0 @@ -#ifndef __INCLUDED_OPENGLX_HOOK_H__ -#define __INCLUDED_OPENGLX_HOOK_H__ - -#include "Base_Hook.h" - -#ifdef __LINUX__ -#ifndef NO_OVERLAY -#include -#include - -class OpenGLX_Hook : public Base_Hook -{ -public: - static constexpr const char *DLL_NAME = "libGLX.so"; - -private: - static OpenGLX_Hook* _inst; - - // Variables - bool hooked; - bool initialized; - - // Functions - OpenGLX_Hook(); - - void resetRenderState(); - void prepareForOverlay(Display* display); - - // Hook to render functions - static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); - - decltype(glXSwapBuffers)* _glXSwapBuffers; - -public: - virtual ~OpenGLX_Hook(); - - bool start_hook(); - static OpenGLX_Hook* Inst(); - virtual const char* get_lib_name() const; - void loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers); -}; - -#endif//NO_OVERLAY -#endif//__LINUX__ -#endif//__INCLUDED_OPENGLX_HOOK_H__ diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index e15957c..8a429d0 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -625,7 +625,7 @@ Renderer_Detector::Renderer_Detector(): {} #else// defined(__LINUX__)//!STEAM_WIN32 -#include "X11_Hook.h" +#include "linux/X11_Hook.h" #include #include diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index a7ba624..e0e5939 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -64,7 +64,7 @@ public: }; #elif defined __LINUX__ -#include "OpenGLX_Hook.h" +#include "linux/OpenGLX_Hook.h" class Renderer_Detector { diff --git a/overlay_experimental/X11_Hook.cpp b/overlay_experimental/X11_Hook.cpp deleted file mode 100644 index 81ec275..0000000 --- a/overlay_experimental/X11_Hook.cpp +++ /dev/null @@ -1,214 +0,0 @@ -#include "X11_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" - -#ifndef NO_OVERLAY - -#include -#include - -#include -#include -#include - -extern int ImGui_ImplX11_EventHandler(XEvent &event); - -X11_Hook* X11_Hook::_inst = nullptr; - -bool X11_Hook::start_hook() -{ - bool res = true; - if (!hooked) - { - res = false; - std::ifstream flibrary("/proc/self/maps"); - std::string line; - while( std::getline(flibrary, line) ) - { - if( strcasestr(line.c_str(), DLL_NAME) != nullptr ) - { - _library = dlopen(line.substr(line.find('/')).c_str(), RTLD_NOW); - - if( _library != nullptr ) - { - // Hook only this - _XEventsQueued = (decltype(_XEventsQueued))dlsym(_library, "XEventsQueued"); - // Thoses are needed to ignore some events when overlay is on - _XPeekEvent = (decltype(_XPeekEvent))dlsym(_library, "XPeekEvent"); - _XNextEvent = (decltype(_XNextEvent))dlsym(_library, "XNextEvent"); - _XKeysymToKeycode = (decltype(_XKeysymToKeycode))dlsym(_library, "XKeysymToKeycode"); - _XLookupKeysym = (decltype(_XLookupKeysym))dlsym(_library, "XLookupKeysym"); - - if( _XEventsQueued != nullptr && _XPeekEvent != nullptr - && _XNextEvent != nullptr && _XKeysymToKeycode != nullptr - && _XLookupKeysym != nullptr ) - { - PRINT_DEBUG("Hooked X11\n"); - hooked = true; - - BeginHook(); - HookFuncs( - std::make_pair(&(void*&)_XEventsQueued, (void*)&X11_Hook::MyXEventsQueued) - ); - - EndHook(); - break; - } - dlclose(_library); - } - } - } - } - return res; -} - -void X11_Hook::resetRenderState() -{ - if (initialized) - { - initialized = false; - ImGui_ImplX11_Shutdown(); - } -} - -void X11_Hook::prepareForOverlay(Display *display) -{ - if (!initialized) - { - ImGui_ImplX11_Init(display); - - ImGuiIO &io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = _XKeysymToKeycode(display, XK_Tab); - io.KeyMap[ImGuiKey_LeftArrow] = _XKeysymToKeycode(display, XK_Left); - io.KeyMap[ImGuiKey_RightArrow] = _XKeysymToKeycode(display, XK_Right); - io.KeyMap[ImGuiKey_UpArrow] = _XKeysymToKeycode(display, XK_Up); - io.KeyMap[ImGuiKey_DownArrow] = _XKeysymToKeycode(display, XK_Down); - io.KeyMap[ImGuiKey_PageUp] = _XKeysymToKeycode(display, XK_Prior); - io.KeyMap[ImGuiKey_PageDown] = _XKeysymToKeycode(display, XK_Next); - io.KeyMap[ImGuiKey_Home] = _XKeysymToKeycode(display, XK_Home); - io.KeyMap[ImGuiKey_End] = _XKeysymToKeycode(display, XK_End); - io.KeyMap[ImGuiKey_Insert] = _XKeysymToKeycode(display, XK_Insert); - io.KeyMap[ImGuiKey_Delete] = _XKeysymToKeycode(display, XK_Delete); - io.KeyMap[ImGuiKey_Backspace] = _XKeysymToKeycode(display, XK_BackSpace); - io.KeyMap[ImGuiKey_Space] = _XKeysymToKeycode(display, XK_space); - io.KeyMap[ImGuiKey_Enter] = _XKeysymToKeycode(display, XK_Return); - io.KeyMap[ImGuiKey_Escape] = _XKeysymToKeycode(display, XK_Escape); - io.KeyMap[ImGuiKey_A] = _XKeysymToKeycode(display, XK_A); - io.KeyMap[ImGuiKey_C] = _XKeysymToKeycode(display, XK_C); - io.KeyMap[ImGuiKey_V] = _XKeysymToKeycode(display, XK_V); - io.KeyMap[ImGuiKey_X] = _XKeysymToKeycode(display, XK_X); - io.KeyMap[ImGuiKey_Y] = _XKeysymToKeycode(display, XK_Y); - io.KeyMap[ImGuiKey_Z] = _XKeysymToKeycode(display, XK_Z); - - initialized = true; - } - - ImGui_ImplX11_NewFrame(); -} - -///////////////////////////////////////////////////////////////////////////////////// -// X11 window hooks -bool IgnoreEvent(XEvent &event) -{ - switch(event.type) - { - // Keyboard - case KeyPress: case KeyRelease: - // MouseButton - case ButtonPress: case ButtonRelease: - // Mouse move - case MotionNotify: - return true; - } - return false; -} - -int X11_Hook::MyXEventsQueued(Display *display, int mode) -{ - static Time prev_time = {}; - X11_Hook* inst = X11_Hook::Inst(); - XEvent event = {}; - - int res = inst->_XEventsQueued(display, mode); - - if( res > 0 ) - { - /// The XPeekEvent function returns the first event from the event queue, - /// but it does not remove the event from the queue. If the queue is - /// empty, XPeekEvent flushes the output buffer and blocks until an event - /// is received. - inst->_XPeekEvent(display, &event); - Steam_Overlay* overlay = get_steam_client()->steam_overlay; - bool show = overlay->ShowOverlay(); - // Is the event is a key press - if (event.type == KeyPress) - { - // Tab is pressed and was not pressed before - if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) - { - // if key TAB is help, don't make the overlay flicker :p - if( event.xkey.time != prev_time) - { - overlay->ShowOverlay(!overlay->ShowOverlay()); - - if (overlay->ShowOverlay()) - show = true; - } - } - } - else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) - { - prev_time = event.xkey.time; - } - - if (show) - { - ImGui_ImplX11_EventHandler(event); - - if (IgnoreEvent(event)) - { - inst->_XNextEvent(display, &event); - res = 0; - } - } - } - // XEventsQueued returns the num of events available. - // Usually, games tend to read all events queued before calling again XEventsQueued - // making us unavailable to intercept undesired events - return res; -} - -///////////////////////////////////////////////////////////////////////////////////// - -X11_Hook::X11_Hook() : - initialized(false), - hooked(false) -{ - //_library = dlopen(DLL_NAME, RTLD_NOW); -} - -X11_Hook::~X11_Hook() -{ - PRINT_DEBUG("X11 Hook removed\n"); - - resetRenderState(); - - //dlclose(_library); - - _inst = nullptr; -} - -X11_Hook* X11_Hook::Inst() -{ - if (_inst == nullptr) - _inst = new X11_Hook; - - return _inst; -} - -const char* X11_Hook::get_lib_name() const -{ - return DLL_NAME; -} - -#endif//NO_OVERLAY diff --git a/overlay_experimental/X11_Hook.h b/overlay_experimental/X11_Hook.h deleted file mode 100644 index 5c6228d..0000000 --- a/overlay_experimental/X11_Hook.h +++ /dev/null @@ -1,50 +0,0 @@ -#ifndef __INCLUDED_X11_HOOK_H__ -#define __INCLUDED_X11_HOOK_H__ - -#include "Base_Hook.h" - -#ifdef __LINUX__ -#ifndef NO_OVERLAY - -#include // XEvent types -#include // XEvent structure - -class X11_Hook : public Base_Hook -{ -public: - static constexpr const char* DLL_NAME = "libX11.so"; - -private: - static X11_Hook* _inst; - - // Variables - bool hooked; - bool initialized; - - // Functions - X11_Hook(); - - // Hook to X11 window messages - static int MyXEventsQueued(Display * display, int mode); - - decltype(XEventsQueued)* _XEventsQueued; - - decltype(XPeekEvent)* _XPeekEvent; - decltype(XNextEvent)* _XNextEvent; - decltype(XKeysymToKeycode)* _XKeysymToKeycode; - decltype(XLookupKeysym)* _XLookupKeysym; - -public: - virtual ~X11_Hook(); - - void resetRenderState(); - void prepareForOverlay(Display *display); - - bool start_hook(); - static X11_Hook* Inst(); - virtual const char* get_lib_name() const; -}; - -#endif//NO_OVERLAY -#endif//__LINUX__ -#endif//__INCLUDED_X11_HOOK_H__ diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 3b414ef..49cfe9b 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -11,10 +11,10 @@ #include "../dll/dll.h" #include "Renderer_Detector.h" -#include "Windows_Hook.h" -// Look here for info on how to hook on linux -// https://github.com/AimTuxOfficial/AimTux/ +#ifdef __WINDOWS__ +#include "windows/Windows_Hook.h" +#endif #include "notification.h" @@ -123,7 +123,7 @@ void Steam_Overlay::ShowOverlay(bool state) if (!Ready() || show_overlay == state) return; -#ifdef STEAM_WIN32 +#ifdef __WINDOWS__ static RECT old_clip; static BOOL show_cursor = FALSE; @@ -317,7 +317,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { -#ifdef STEAM_WIN32 +#ifdef __WINDOWS__ PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); #endif state.window_state &= ~window_state_need_attention; diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp similarity index 100% rename from overlay_experimental/DX10_Hook.cpp rename to overlay_experimental/windows/DX10_Hook.cpp diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/windows/DX10_Hook.h similarity index 100% rename from overlay_experimental/DX10_Hook.h rename to overlay_experimental/windows/DX10_Hook.h diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp similarity index 100% rename from overlay_experimental/DX11_Hook.cpp rename to overlay_experimental/windows/DX11_Hook.cpp diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/windows/DX11_Hook.h similarity index 100% rename from overlay_experimental/DX11_Hook.h rename to overlay_experimental/windows/DX11_Hook.h diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp similarity index 100% rename from overlay_experimental/DX12_Hook.cpp rename to overlay_experimental/windows/DX12_Hook.cpp diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h similarity index 100% rename from overlay_experimental/DX12_Hook.h rename to overlay_experimental/windows/DX12_Hook.h diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp similarity index 100% rename from overlay_experimental/DX9_Hook.cpp rename to overlay_experimental/windows/DX9_Hook.cpp diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/windows/DX9_Hook.h similarity index 100% rename from overlay_experimental/DX9_Hook.h rename to overlay_experimental/windows/DX9_Hook.h diff --git a/overlay_experimental/DirectX_VTables.h b/overlay_experimental/windows/DirectX_VTables.h similarity index 100% rename from overlay_experimental/DirectX_VTables.h rename to overlay_experimental/windows/DirectX_VTables.h diff --git a/overlay_experimental/ImGui_ShaderBlobs.cpp b/overlay_experimental/windows/ImGui_ShaderBlobs.cpp similarity index 100% rename from overlay_experimental/ImGui_ShaderBlobs.cpp rename to overlay_experimental/windows/ImGui_ShaderBlobs.cpp diff --git a/overlay_experimental/ImGui_ShaderBlobs.h b/overlay_experimental/windows/ImGui_ShaderBlobs.h similarity index 100% rename from overlay_experimental/ImGui_ShaderBlobs.h rename to overlay_experimental/windows/ImGui_ShaderBlobs.h diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp similarity index 100% rename from overlay_experimental/OpenGL_Hook.cpp rename to overlay_experimental/windows/OpenGL_Hook.cpp diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/windows/OpenGL_Hook.h similarity index 100% rename from overlay_experimental/OpenGL_Hook.h rename to overlay_experimental/windows/OpenGL_Hook.h diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp similarity index 100% rename from overlay_experimental/Windows_Hook.cpp rename to overlay_experimental/windows/Windows_Hook.cpp diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/windows/Windows_Hook.h similarity index 97% rename from overlay_experimental/Windows_Hook.h rename to overlay_experimental/windows/Windows_Hook.h index 5fd6d47..a05a339 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/windows/Windows_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_WINDOWS_HOOK_H__ #define __INCLUDED_WINDOWS_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifdef __WINDOWS__ #ifndef NO_OVERLAY From b9cd9ae6c29f2fc0b3878ba5d7e9e0562ced7d4b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 1 Sep 2019 20:53:16 +0200 Subject: [PATCH 103/152] Fix build --- ImGui/impls/linux/imgui_impl_x11.cpp | 302 +++++++++ ImGui/impls/linux/imgui_impl_x11.h | 21 + ImGui/impls/windows/imgui_impl_dx10.cpp | 4 +- ImGui/impls/windows/imgui_impl_dx11.cpp | 4 +- ImGui/impls/windows/imgui_impl_dx12.cpp | 4 +- ImGui/impls/windows/imgui_impl_dx9.cpp | 2 +- ImGui/impls/windows/imgui_impl_win32.cpp | 2 +- overlay_experimental/Base_Hook.cpp | 100 ++- overlay_experimental/Renderer_Detector.cpp | 12 +- overlay_experimental/linux/Linux_Detour.cpp | 637 ++++++++++++++++++ overlay_experimental/linux/Linux_Detour.h | 32 + overlay_experimental/linux/OpenGLX_Hook.cpp | 152 +++++ overlay_experimental/linux/OpenGLX_Hook.h | 45 ++ overlay_experimental/linux/X11_Hook.cpp | 216 ++++++ overlay_experimental/linux/X11_Hook.h | 50 ++ overlay_experimental/windows/DX10_Hook.cpp | 6 +- overlay_experimental/windows/DX10_Hook.h | 6 +- overlay_experimental/windows/DX11_Hook.cpp | 6 +- overlay_experimental/windows/DX11_Hook.h | 8 +- overlay_experimental/windows/DX12_Hook.cpp | 6 +- overlay_experimental/windows/DX12_Hook.h | 6 +- overlay_experimental/windows/DX9_Hook.cpp | 8 +- overlay_experimental/windows/DX9_Hook.h | 6 +- overlay_experimental/windows/OpenGL_Hook.cpp | 6 +- overlay_experimental/windows/OpenGL_Hook.h | 6 +- overlay_experimental/windows/Windows_Hook.cpp | 6 +- 26 files changed, 1544 insertions(+), 109 deletions(-) create mode 100644 ImGui/impls/linux/imgui_impl_x11.cpp create mode 100644 ImGui/impls/linux/imgui_impl_x11.h create mode 100644 overlay_experimental/linux/Linux_Detour.cpp create mode 100644 overlay_experimental/linux/Linux_Detour.h create mode 100644 overlay_experimental/linux/OpenGLX_Hook.cpp create mode 100644 overlay_experimental/linux/OpenGLX_Hook.h create mode 100644 overlay_experimental/linux/X11_Hook.cpp create mode 100644 overlay_experimental/linux/X11_Hook.h diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp new file mode 100644 index 0000000..1065ae4 --- /dev/null +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -0,0 +1,302 @@ +// dear imgui: Platform Binding 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: +// [?] Platform: Clipboard support +// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [?] Platform: Keyboard arrays indexed using +// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#include "imgui.h" +#include "imgui_impl_x11.h" + +#include +#include +#include +#include + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-08-31: Initial X11 implementation + +// X11 Data +static Display* g_Display = nullptr; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +static bool g_HasGamepad = false; +static bool g_WantUpdateHasGamepad = true; + +// Functions +bool ImGui_ImplX11_Init(void *display) +{ + //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + // return false; + //if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) + // return false; + + // Setup back-end capabilities flags + g_Display = reinterpret_cast(display); + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_x11"; + io.ImeWindowHandle = nullptr; + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = -1; + io.KeyMap[ImGuiKey_LeftArrow] = -1; + io.KeyMap[ImGuiKey_RightArrow] = -1; + io.KeyMap[ImGuiKey_UpArrow] = -1; + io.KeyMap[ImGuiKey_DownArrow] = -1; + io.KeyMap[ImGuiKey_PageUp] = -1; + io.KeyMap[ImGuiKey_PageDown] = -1; + io.KeyMap[ImGuiKey_Home] = -1; + io.KeyMap[ImGuiKey_End] = -1; + io.KeyMap[ImGuiKey_Insert] = -1; + io.KeyMap[ImGuiKey_Delete] = -1; + io.KeyMap[ImGuiKey_Backspace] = -1; + io.KeyMap[ImGuiKey_Space] = -1; + io.KeyMap[ImGuiKey_Enter] = -1; + io.KeyMap[ImGuiKey_Escape] = -1; + io.KeyMap[ImGuiKey_A] = -1; + io.KeyMap[ImGuiKey_C] = -1; + io.KeyMap[ImGuiKey_V] = -1; + io.KeyMap[ImGuiKey_X] = -1; + io.KeyMap[ImGuiKey_Y] = -1; + io.KeyMap[ImGuiKey_Z] = -1; + return true; +} + +void ImGui_ImplX11_Shutdown() +{ + g_Display = nullptr; +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + /* + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + */ + return true; +} + +static void ImGui_ImplWin32_UpdateMousePos() +{ + ImGuiIO& io = ImGui::GetIO(); + + // 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); + //} + + // Set mouse position + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + + +} + +/* TODO: support linux gamepad ? +#ifdef _MSC_VER +#pragma comment(lib, "xinput") +#endif + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (g_WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps; + g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); + g_WantUpdateHasGamepad = false; + } + + XINPUT_STATE xinput_state; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + { + const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); + #undef MAP_BUTTON + #undef MAP_ANALOG + } +} +*/ + +void ImGui_ImplX11_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()."); + + // Setup display size (every frame to accommodate for window resizing) + Window rootWnd = DefaultRootWindow(g_Display); + + // Todo: use X11 to get this value + GLint m_viewport[4]; + glGetIntegerv( GL_VIEWPORT, m_viewport ); + io.DisplaySize.x = m_viewport[2]; + io.DisplaySize.y = m_viewport[3]; + + + /* + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time; + ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; + g_Time = current_time; + + // Read keyboard modifiers inputs + io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; + io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; + io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; + io.KeySuper = false; + // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. + + // Update OS mouse position + ImGui_ImplWin32_UpdateMousePos(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + */ + + // Update game controllers (if enabled and available) + //ImGui_ImplWin32_UpdateGamepads(); +} + +// Process Win32 mouse/keyboard inputs. +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + switch (event.type) + { + case ButtonPress: + switch(event.xbutton.button ) + { + case Button1: case Button2: case Button3: + io.MouseDown[event.xbutton.button-1] = true; + break; + + case Button4: // Mouse wheel up + event.xbutton.button = Button4; + //io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + + case Button5: // Mouse wheel down + event.xbutton.button = Button5; + //io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + } + + break; + + case ButtonRelease: + switch(event.xbutton.button ) + { + case Button1: case Button2: case Button3: + io.MouseDown[event.xbutton.button-1] = false; + break; + } + break; + + case KeyPress: + case KeyRelease: + break; + + case MotionNotify: + io.MousePos.x = event.xmotion.x; + io.MousePos.y = event.xmotion.y; + break; + } + /* + case WM_KEYDOWN: + case WM_SYSKEYDOWN: + if (wParam < 256) + io.KeysDown[wParam] = 1; + return 0; + case WM_KEYUP: + case WM_SYSKEYUP: + if (wParam < 256) + io.KeysDown[wParam] = 0; + return 0; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + io.AddInputCharacter((unsigned int)wParam); + return 0; + case WM_DEVICECHANGE: + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + g_WantUpdateHasGamepad = true; + return 0; + } + */ + return 0; +} + diff --git a/ImGui/impls/linux/imgui_impl_x11.h b/ImGui/impls/linux/imgui_impl_x11.h new file mode 100644 index 0000000..387609a --- /dev/null +++ b/ImGui/impls/linux/imgui_impl_x11.h @@ -0,0 +1,21 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#pragma once + +IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display); +IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); + +// Handler for Win32 messages, update mouse/keyboard data. +// You may or not need this for your implementation, but it can serve as reference for handling inputs. +// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. +/* +IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent *event); +*/ diff --git a/ImGui/impls/windows/imgui_impl_dx10.cpp b/ImGui/impls/windows/imgui_impl_dx10.cpp index 6eef767..ee8b3d6 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.cpp +++ b/ImGui/impls/windows/imgui_impl_dx10.cpp @@ -23,7 +23,7 @@ // 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: DirectX10: Disabling depth-write. -#include "../imgui.h" +#include "../../imgui.h" #include "imgui_impl_dx10.h" // DirectX @@ -31,7 +31,7 @@ #include #include -#include "../../overlay_experimental/ImGui_ShaderBlobs.h" +#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h" #ifdef USE_D3DCOMPILE static ID3DBlob* g_pVertexShaderBlob = NULL; diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index 624eff0..641d4c8 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -23,14 +23,14 @@ // 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 #include #include -#include "../../overlay_experimental/ImGui_ShaderBlobs.h" +#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h" #ifdef USE_D3DCOMPILE static ID3DBlob* g_pVertexShaderBlob = NULL; diff --git a/ImGui/impls/windows/imgui_impl_dx12.cpp b/ImGui/impls/windows/imgui_impl_dx12.cpp index 9f77668..c529a25 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.cpp +++ b/ImGui/impls/windows/imgui_impl_dx12.cpp @@ -23,14 +23,14 @@ // 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 #include #include -#include "../../overlay_experimental/ImGui_ShaderBlobs.h" +#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h" #ifdef USE_D3DCOMPILE static ID3DBlob* g_pVertexShaderBlob = NULL; diff --git a/ImGui/impls/windows/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp index 16102ed..99c497e 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/ImGui/impls/windows/imgui_impl_dx9.cpp @@ -22,7 +22,7 @@ // 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 diff --git a/ImGui/impls/windows/imgui_impl_win32.cpp b/ImGui/impls/windows/imgui_impl_win32.cpp index 3e2f72d..423b918 100644 --- a/ImGui/impls/windows/imgui_impl_win32.cpp +++ b/ImGui/impls/windows/imgui_impl_win32.cpp @@ -7,7 +7,7 @@ // [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" +#include "../../imgui.h" #include "imgui_impl_win32.h" #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index c04b39d..a9889c0 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -8,68 +8,20 @@ #include "../detours/detours.h" -void Base_Hook::BeginHook() -{ - DetourTransactionBegin(); - DetourUpdateThread(GetCurrentThread()); -} +#define DETOUR_HOOKBEGIN DetourTransactionBegin +#define DETOUR_UPDATETHREAD() DetourUpdateThread(GetCurrentThread()) +#define DETOUR_ENDHOOK DetourTransactionCommit +#define DETOUR_HOOK DetourAttach +#define DETOUR_UNHOOK DetourDetach -void Base_Hook::EndHook() -{ - DetourTransactionCommit(); -} - -void Base_Hook::HookFunc(std::pair hook) -{ - if( DetourAttach(hook.first, hook.second) == 0 ) - _hooked_funcs.emplace_back(hook); -} - -void Base_Hook::UnhookAll() -{ - if (_hooked_funcs.size()) - { - BeginHook(); - std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { - DetourDetach(hook.first, hook.second); - }); - EndHook(); - _hooked_funcs.clear(); - } -} - -#else +#elif defined(__LINUX__) #include "linux/Linux_Detour.h" -void Base_Hook::BeginHook() -{ - Linux_Detour::transaction_begin(); - Linux_Detour::update_thread(pthread_self()); -} - -void Base_Hook::EndHook() -{ - Linux_Detour::transaction_commit(); -} - -void Base_Hook::HookFunc(std::pair hook) -{ - if( Linux_Detour::hook_func(hook.first, hook.second) == 0 ) - _hooked_funcs.emplace_back(hook); -} - -void Base_Hook::UnhookAll() -{ - if (_hooked_funcs.size()) - { - BeginHook(); - std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { - Linux_Detour::unhook_func(hook.first, hook.second); - }); - EndHook(); - _hooked_funcs.clear(); - } -} +#define DETOUR_HOOKBEGIN Linux_Detour::transaction_begin +#define DETOUR_UPDATETHREAD() Linux_Detour::update_thread(pthread_self()) +#define DETOUR_ENDHOOK Linux_Detour::transaction_commit +#define DETOUR_HOOK Linux_Detour::hook_func +#define DETOUR_UNHOOK Linux_Detour::unhook_func #endif @@ -87,4 +39,34 @@ const char* Base_Hook::get_lib_name() const return ""; } +void Base_Hook::BeginHook() +{ + DETOUR_HOOKBEGIN(); + DETOUR_UPDATETHREAD(); +} + +void Base_Hook::EndHook() +{ + DETOUR_ENDHOOK(); +} + +void Base_Hook::HookFunc(std::pair hook) +{ + if( DETOUR_HOOK(hook.first, hook.second) == 0 ) + _hooked_funcs.emplace_back(hook); +} + +void Base_Hook::UnhookAll() +{ + if (_hooked_funcs.size()) + { + BeginHook(); + std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { + DETOUR_UNHOOK(hook.first, hook.second); + }); + EndHook(); + _hooked_funcs.clear(); + } +} + #endif//NO_OVERLAY diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 8a429d0..30a6ff2 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -6,12 +6,12 @@ constexpr int max_hook_retries = 500; #ifdef STEAM_WIN32 -#include "DX12_Hook.h" -#include "DX11_Hook.h" -#include "DX10_Hook.h" -#include "DX9_Hook.h" -#include "OpenGL_Hook.h" -#include "Windows_Hook.h" +#include "windows/DX12_Hook.h" +#include "windows/DX11_Hook.h" +#include "windows/DX10_Hook.h" +#include "windows/DX9_Hook.h" +#include "windows/OpenGL_Hook.h" +#include "windows/Windows_Hook.h" static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; diff --git a/overlay_experimental/linux/Linux_Detour.cpp b/overlay_experimental/linux/Linux_Detour.cpp new file mode 100644 index 0000000..984e815 --- /dev/null +++ b/overlay_experimental/linux/Linux_Detour.cpp @@ -0,0 +1,637 @@ +#include "Linux_Detour.h" + +#include +#include + +#include + +#include +#include +#include +#include + +//------------------------------------------------------------------------------// +// Helper funcs +//------------------------------------------------------------------------------// +constexpr static auto relative_jump_size = 5; +constexpr static auto relative_addr_jump_size = sizeof(int32_t); +constexpr static auto absolute_jump_size = 6; + +struct +{ + bool has_r_m; + uint8_t base_size; +} s_opcodes[256] = +{ + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 0 - 7 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 8 - 15 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 16 - 23 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 24 - 31 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 32 - 39 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 40 - 47 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 48 - 55 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 56 - 63 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 64 - 71 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 72 - 79 + // PUSH ... + {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 80 - 87 + // POP ... + {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 88 - 95 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 96 - 103 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 104 - 111 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 112 - 129 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 120 - 127 + // MOV, ADD, ... R8 <- IMM8 TEST_8 TEST XCHG_8 XCHG + {true , 3}, {true , 6}, {true , 3}, {true , 3}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, // 128 - 135 + // MOV_8 MOV MOV_R8_B MOV_R32_D MOV_32_ES LEA MOV_ES_32 POP + {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {false, 2}, // 136 - 143 + // NOP + {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 144 - 151 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 152 - 159 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 160 - 167 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 168 - 175 + // MOV_AL MOV_CL MOV_DL MOV_BL MOV_AH MOV_CH MOV_DH MOV_BH + {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, // 176 - 183 + // MOV_EAX MOV_ECX MOV_EDX MOV_EBX MOV_ESP MOV_EBP MOV_ESI MOV_EDI, + {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, // 184 - 191 + // RETN_IMM16 RETN + {false, 0}, {false, 0}, {false, 3}, {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 192 - 199 + // LEAVE RETF_IMM16 RETF INT INT_IMM8 INTO + {false, 0}, {false, 1}, {false, 3}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 0}, // 200 - 207 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 208 - 215 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 216 - 223 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 224 - 231 + // CALL JMP LJMP SHORT_JMP + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 232 - 239 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 240 - 247 + // EXTENDED + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 6}, // 248 - 255 +}; + +static constexpr auto mod_mask = 0xC0; +static constexpr auto register_addressing_mode = 0xC0; +static constexpr auto four_bytes_signed_displacement = 0x80; +static constexpr auto one_byte_signed_displacement = 0x40; + +static constexpr auto rm_mask = 0x05; +static constexpr auto displacement_only_addressing = 0x05; +static constexpr auto sib_with_no_displacement = 0x04; +static constexpr auto register_indirect_addressing_mode = 0x00; + +enum opcodes_e // Commonly used opcode in the beginning of functions +{ + PUSH_EAX = 0x50, PUSH_ECX, PUSH_EDX, PUSH_EBX, PUSH_ESP, PUSH_EBP, PUSH_ESI, PUSH_EDI, + POP_EAX , POP_ECX , POP_EDX , POP_EBX , POP_ESP , POP_EBP , POP_ESI , POP_EDI , + + R8_IMM8 = 0x80, R32_IMM32, R8_IMM8_2, R32_IMM8, + TEST_8, TEST, + XCHG_8, XCHG, + MOV_8 , MOV, + MOV_8_B, MOV_32_D, MOV_32_ES, + LEA, + MOV_ES_32, POP, + NOP, + MOV_AL = 0xB0, MOV_CL, MOV_DL, MOV_BL, MOV_AH, MOV_CH, MOV_DH, MOV_BH, + MOV_EAX, MOV_ECX, MOV_EDX, MOV_EBX, MOV_ESP, MOV_EBP, MOV_ESI, MOV_EDI, + RETN_IMM16 = 0xC2, RETN, + LEAVE = 0xC9, RETF_IMM16, RETF, INT, INT_IMM8, INTO, + CALL = 0xE8, // 5 bytes don't process + JMP, // 5 bytes don't process + LJMP, // 7 bytes, don't process + SHORT_JMP, // 2 bytes don't process + EXTENDED = 0xFF, +}; + +const char* opcode_name(uint8_t opcode) +{ +#define NAME(opcode_name) case opcode_name: return #opcode_name + switch( opcode ) + { + NAME(PUSH_EAX); NAME(PUSH_ECX); NAME(PUSH_EDX); NAME(PUSH_EBX); + NAME(PUSH_ESP); NAME(PUSH_EBP); NAME(PUSH_ESI); NAME(PUSH_EDI); + NAME(POP_EAX); NAME(POP_ECX); NAME(POP_EDX); NAME(POP_EBX); + NAME(POP_ESP); NAME(POP_EBP); NAME(POP_ESI); NAME(POP_EDI); + NAME(R8_IMM8); NAME(R32_IMM32); NAME(R8_IMM8_2); NAME(R32_IMM8); + NAME(TEST_8); NAME(TEST); NAME(XCHG_8); NAME(XCHG); NAME(MOV_8); NAME(MOV); + NAME(MOV_8_B); NAME(MOV_32_D); NAME(MOV_32_ES); + NAME(LEA); + NAME(MOV_ES_32); NAME(POP); + NAME(NOP); + NAME(MOV_AL) ; NAME(MOV_CL) ; NAME(MOV_DL) ; NAME(MOV_BL) ; NAME(MOV_AH) ; NAME(MOV_CH) ; NAME(MOV_DH) ; NAME(MOV_BH) ; + NAME(MOV_EAX); NAME(MOV_ECX); NAME(MOV_EDX); NAME(MOV_EBX); NAME(MOV_ESP); NAME(MOV_EBP); NAME(MOV_ESI); NAME(MOV_EDI); + NAME(RETN_IMM16); NAME(RETN); NAME(LEAVE); NAME(RETF_IMM16); NAME(RETF); + NAME(INT); NAME(INT_IMM8); NAME(INTO); NAME(CALL); NAME(JMP); NAME(LJMP); NAME(SHORT_JMP); + NAME(EXTENDED); + } +#undef NAME + return "no registered"; +} + +#pragma pack(push, 1) + +struct trampoline_x86_t +{ + uint8_t trampolineBytes[16+relative_jump_size]; // trampoline + original function opcodes + uint8_t hookJump[relative_jump_size]; // jump to hook addr, needed because of relative jump overflow + uint8_t nOriginalBytes; // number of original function bytes bkp + uint8_t originalBytes[16]; // original function bytes +}; + +typedef trampoline_x86_t trampoline_t; + +struct trampoline_region_t +{ + uint32_t header; + uint8_t numTrampolines; // current trampolines allocated + trampoline_t *trampolines_start; // start pointer of current region trampolines + trampoline_t *next_free_trampoline; // next free trampoline in region +}; + +#pragma pack(pop) + +struct transaction_t +{ + bool detach; + void** ppOriginalFunc; + trampoline_t *trampoline; +}; + +static std::list trampoline_regions; + +static bool transaction_started = false; +static std::list cur_transaction; + +inline size_t page_size() +{ + static size_t _page_size = sysconf(_SC_PAGESIZE); + return _page_size; +} + +inline size_t region_size() +{ + return page_size(); +} + +static uint8_t max_trampolines_in_region = region_size() / sizeof(trampoline_t); + +inline void* library_address_by_handle(void *library) +{ + return (library == nullptr ? nullptr : *reinterpret_cast(library)); +} + +inline size_t page_align(size_t size, size_t page_size) +{ + return (size+(page_size-1)) & (((size_t)-1)^(page_size-1)); +} + +inline void* page_addr(void* addr, size_t page_size) +{ + return reinterpret_cast(reinterpret_cast(addr) & (((size_t)-1)^(page_size-1))); +} + +//////////////////////////////////////////////////// +/// Tiny disasm + +bool is_opcode_terminating_function(uint8_t* pCode) +{ + switch( *pCode ) + { + case LEAVE: + case RETN: case RETN_IMM16: + case RETF: case RETF_IMM16: + case INT: case INT_IMM8: case INTO: + return true; + } + return false; +} + +int find_space_for_trampoline(uint8_t* func, int bytes_needed) +{ + if( func == nullptr ) + return -1; + + int code_len = -1; + bool search = true; + uint8_t *startCode = reinterpret_cast(func); + uint8_t *pCode = startCode; + while( search ) // Find opcodes size and try to find at least 5 bytes for our JMP + { + if( is_opcode_terminating_function(pCode) ) + break; + + if( s_opcodes[*pCode].has_r_m ) + { // MOD-REG-R/M Byte + // 7 6 5 4 3 2 1 0 - bits + //[ MOD ][ REG ][ R/M ] + switch( pCode[1] & mod_mask ) // Check MOD to know how many bytes we have after this opcode + { + case register_addressing_mode : pCode += s_opcodes[*pCode].base_size ; break;// register addressing mode [opcode] [R/M] [XX] + case four_bytes_signed_displacement: pCode += s_opcodes[*pCode].base_size+5; break;// address mode byte + 4 bytes displacement + case one_byte_signed_displacement : pCode += s_opcodes[*pCode].base_size+2; break;// address mode byte + 1 byte displacement + case 0x00: + switch( pCode[1] & rm_mask ) + { + case sib_with_no_displacement : pCode += s_opcodes[*pCode].base_size+1; break;// SIB with no displacement + case displacement_only_addressing : pCode += s_opcodes[*pCode].base_size+4; break;// 4 bytes Displacement only addressing mode + case register_indirect_addressing_mode: pCode += s_opcodes[*pCode].base_size; // Register indirect addressing mode + } + } + } + else if( s_opcodes[*pCode].base_size ) + { + pCode += s_opcodes[*pCode].base_size; + } + else + { + switch( *pCode ) + { + case CALL: case JMP: case LJMP: case SHORT_JMP: + //std::cerr << "CALL and JMP are not supported for trampolines." << std::endl; + search = false; + break; + + case EXTENDED: + //std::cerr << "IMPORT_JUMP is not handled" << std::endl; + if (pCode[1] == 0x25) // This is an imported function + { // Get the true function call + //pCode = (uint8_t*)*(pCode+2); + //startCode = pCode; + // For now disable this case + search = false; + } + else + { + search = false; + } + break; + + default: + //std::cerr << "opcode " << std::hex << (uint32_t)*pCode << " no registered" << std::endl; + search = false; + } + } + + if( (pCode - startCode) >= bytes_needed && search ) + { + search = false; + code_len = pCode-startCode; + } + } + return code_len; +} + +/////////////////////////////////////////// +// Tiny asm + +inline uint8_t* gen_immediate_addr(uint8_t* opcode_addr, uint8_t* dest) +{ + *reinterpret_cast(opcode_addr) = (dest - (opcode_addr + relative_addr_jump_size)); + return opcode_addr + relative_addr_jump_size; +} + +inline uint8_t* gen_immediate_jump(uint8_t* opcode_addr, uint8_t* dest) +{ + *opcode_addr++ = JMP; + return gen_immediate_addr(opcode_addr, dest); +} + +inline uint8_t* gen_immediate_call(uint8_t* opcode_addr, uint8_t* dest) +{ + *opcode_addr++ = CALL; + return gen_immediate_addr(opcode_addr, dest); +} + +uint8_t* relative_addr_to_absolute(int32_t rel_addr, uint8_t *code_addr) +{ + return code_addr + rel_addr + relative_jump_size; +} + +void alloc_new_trampoline_region() +{ + trampoline_region_t region; + + region.numTrampolines = 0; + // allocate new trampoline right in the middle of memory so relative jump can access any function + region.trampolines_start = reinterpret_cast(mmap((void*)std::numeric_limits::max(), // allocate the page near the half of memory addressing + region_size(), // size + PROT_EXEC|PROT_WRITE|PROT_READ, // protection + MAP_PRIVATE|MAP_32BIT|MAP_ANONYMOUS, // don't map a file but memory + -1, // fd = -1 + 0) // offset + ); + // Fill the region with 0 + std::fill(reinterpret_cast(region.trampolines_start), reinterpret_cast(region.trampolines_start)+region_size(), 0); + region.next_free_trampoline = region.trampolines_start; + // Protect trampoline region memory + mprotect((void*)region.trampolines_start, region_size(), PROT_READ|PROT_EXEC); + + trampoline_regions.push_back(region); +} + +trampoline_t* get_free_trampoline() +{ + if (!transaction_started) + return nullptr; + + trampoline_t *res = nullptr; + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [&res](trampoline_region_t ®ion){ + if( region.numTrampolines == max_trampolines_in_region ) + return false; + return true; + }); + + if( it == trampoline_regions.end() ) + { + alloc_new_trampoline_region(); + it = --trampoline_regions.end(); + } + res = it->next_free_trampoline; + + trampoline_t *next_new_trampoline = res+1; + if( it->numTrampolines != max_trampolines_in_region ) + { + while( next_new_trampoline->nOriginalBytes != 0 ) + { + ++next_new_trampoline; + } + } + else + { + next_new_trampoline = nullptr; + } + it->next_free_trampoline = next_new_trampoline; + + ++it->numTrampolines; + + return res; +} + +void clear_trampoline(trampoline_region_t& region, trampoline_t *trampoline) +{ + --region.numTrampolines; + + std::fill(reinterpret_cast(trampoline), reinterpret_cast(trampoline+1), 0); + if( region.next_free_trampoline == nullptr || region.next_free_trampoline > trampoline ) + region.next_free_trampoline = trampoline; +} + +inline bool is_page_inside_region(void *page, trampoline_region_t& region) +{ + if( page >= region.trampolines_start && page <= (region.trampolines_start+region_size()) ) + return true; + return false; +} + +//------------------------------------------------------------------------------// + +/* +#include +#include + +static pid_t tid = 0; + +struct dism_pthread_t +{ + uint32_t d0; + uint32_t d4; + uint32_t d8; + uint32_t dc; + uint32_t d10; + uint32_t d14; + uint32_t d18; + uint32_t d1c; + uint32_t d20; + uint32_t d24; + uint32_t d28; + uint32_t d2c; + uint32_t d30; + uint32_t d34; + uint32_t d38; + uint32_t d3c; + uint32_t d40; + uint32_t d44; + uint32_t d48; + uint32_t d4c; + uint32_t d50; + uint32_t d54; + uint32_t d58; + uint32_t d5c; + uint32_t d60; + uint32_t d64; + pid_t task_id; +}; +*/ + +int Linux_Detour::update_thread(pthread_t thread_id) +{ + //dism_pthread_t *dt = (dism_pthread_t*)thread_id; + + // dt->task_id == syscall(SYS_gettid); + + + return 0; +} + +int Linux_Detour::transaction_begin() +{ + if( transaction_started ) + return -1; + + transaction_started = true; + + return 0; +} + +int Linux_Detour::transaction_abort() +{ + if(!transaction_started) + return -1; + + for( auto &i : cur_transaction ) + { + trampoline_t *trampoline = i.trampoline; + void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ + if( is_page_inside_region(page_start, region) ) + return true; + return false; + }); + if( it != trampoline_regions.end() ) + { + clear_trampoline(*it, trampoline); + } + } + cur_transaction.clear(); + transaction_started = false; + + return 0; +} + +int Linux_Detour::transaction_commit() +{ + if (!transaction_started ) + return -1; + + for( auto &i : cur_transaction) + { + trampoline_t *trampoline = i.trampoline; + void **ppOriginalFunc = i.ppOriginalFunc; + + int res; + + if( i.detach ) + { + void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); + + *ppOriginalFunc = (void*)(relative_addr_to_absolute(*reinterpret_cast(trampoline->trampolineBytes+trampoline->nOriginalBytes+1), + trampoline->trampolineBytes)); + + void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); + + // Allow write on the original func + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + // Write the original opcodes + std::copy(trampoline->originalBytes, trampoline->originalBytes+trampoline->nOriginalBytes, + reinterpret_cast(*ppOriginalFunc)); + + // Remove write permission + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); + + // Allow write on trampoline page + res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + clear_trampoline(*reinterpret_cast(trampoline_page), trampoline); + + // Remove write permission + res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); + } + else + { + void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); + + // Allow write on the original func + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + // Write the jump to trampoline + gen_immediate_jump(reinterpret_cast(*ppOriginalFunc), trampoline->hookJump); + + // Remove write permission + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); + + *ppOriginalFunc = (void*)(trampoline->trampolineBytes); + } + } + cur_transaction.clear(); + transaction_started = false; + + return 0; +} + +int Linux_Detour::unhook_func(void** ppOriginalFunc, void* _hook) +{ + if( !transaction_started ) + return -EPERM; + + if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) + return -EINVAL; + + trampoline_t *trampoline = reinterpret_cast(*ppOriginalFunc); + void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ + if( is_page_inside_region(page_start, region) ) + return true; + return false; + }); + if( it != trampoline_regions.end() ) + { + cur_transaction.push_back({true, ppOriginalFunc, trampoline}); + } + + return -EINVAL; +} + +int Linux_Detour::hook_func(void** ppOriginalFunc, void* _hook) +{ + if( !transaction_started ) + return -EPERM; + + if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) + return -EINVAL; + + uint8_t* hook = reinterpret_cast(_hook); + uint8_t* pOriginalFunc = reinterpret_cast(*ppOriginalFunc); + int code_len = find_space_for_trampoline(pOriginalFunc, relative_jump_size); + + if( code_len < relative_jump_size ) + return -ENOSPC; + + // Allocate the trampoline, try to put it right in the middle of the mem, so a relative jump can access any function in the app (+/-2GB) + // + // Our hook is a 5 bytes JMP (1 bytes for opcode, 4 for RELATIVE jump) + // /!\ TODO: Add checks on JMP overflow + + trampoline_t *trampoline = get_free_trampoline(); + uint8_t *pTrampolineCode = trampoline->trampolineBytes; + + void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); + + // Enable write to the trampoline region + mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + // Create relative jmp to hook + gen_immediate_jump(trampoline->hookJump, hook); + // Copy original opcodes + trampoline->nOriginalBytes = code_len; + std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, trampoline->originalBytes); + std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, pTrampolineCode); + pTrampolineCode += code_len; + // Create the relative jmp to original (function + backed up opcodes) + pTrampolineCode = gen_immediate_jump(pTrampolineCode, pOriginalFunc+code_len); + pTrampolineCode += relative_addr_jump_size; + + // Disable trampoline region write + mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); + + cur_transaction.push_back({false, ppOriginalFunc, trampoline}); + + return 0; +} + +/* ------ DOCUMENTATION ------ +http://www.c-jump.com/CIS77/CPU/x86/lecture.html <- some help to understand [MOD][REG][R/M] (see paragraph #6) +http://shell-storm.org/online/Online-Assembler-and-Disassembler <- online assembler +http://ref.x86asm.net/coder32.html <- opcodes reference + +X86 + +push ebx : 0x53 +sub esp ?? : 0x83 0xEC 0x?? +call ????????: 0xE8 0x?? 0x?? 0x?? 0x?? + + +// relative jmp: ???????? = dst_addr - curr_addr - 5 +jmp ???????? : 0xe9 0x?? 0x?? 0x?? 0x?? +destination = 0x8dba8 +jmp location: 0x91995 - opcodes: e9 0e c2 ff ff +0e c2 ff ff = 0x8dba8 - 0x91995 - 5 + +// short jmp: ?? = dst_addr - curr_addr - 2 +jmp short ??: 0xeb 0x?? +destination = 0x91964 +jmp location: 0x9198f - opcodes: 0xeb 0xd3 +d3 = 0x91964 - 0x9198f - 2 + +X64 + +TODO: + Hint: make relative jump to near (+/-2Gb) code : 5 bytes + load absolute addr into R11 and call a jmp on register R11 : 13 bytes + Or + Reuse x86 relative jmp method + +Example: +mov r11, 0x0123456789abcdef -> 0x49 0xbb 0xef 0xcd 0xab 0x89 0x67 0x45 0x23 0x01 +jmp r11 -> 0x41 0xff 0xe3 + + +*/ diff --git a/overlay_experimental/linux/Linux_Detour.h b/overlay_experimental/linux/Linux_Detour.h new file mode 100644 index 0000000..731d426 --- /dev/null +++ b/overlay_experimental/linux/Linux_Detour.h @@ -0,0 +1,32 @@ +#ifndef LINUX_DETOUR_H +#define LINUX_DETOUR_H + +#include +#include +#include +#include + +class Linux_Detour +{ + public: + static int update_thread(pthread_t thread_id); + static int transaction_begin(); + static int transaction_abort(); + static int transaction_commit(); + static int hook_func(void** ppOriginalFunc, void* _hook); + static int unhook_func(void** ppOriginalFunc, void* _hook); + + private: + static int hook_func_abs(void** ppOriginalFunc, void* _hook); + static int hook_func_rel(void** ppOriginalFunc, void* _hook); + + Linux_Detour() = delete; + Linux_Detour(Linux_Detour const&) = delete; + Linux_Detour(Linux_Detour &&) = delete; + Linux_Detour& operator=(Linux_Detour const&) = delete; + Linux_Detour& operator=(Linux_Detour &&) = delete; +}; + +extern "C" void *elf_hook(char const *library_filename, void const *library_address, char const *function_name, void const *substitution_address); + +#endif // LINUX_DETOUR_H diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp new file mode 100644 index 0000000..bc6f114 --- /dev/null +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -0,0 +1,152 @@ +#include "OpenGLX_Hook.h" +#include "X11_Hook.h" +#include "../Renderer_Detector.h" +#include "../dll/dll.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY + +#include +#include + +#include "../steam_overlay.h" + +OpenGLX_Hook* OpenGLX_Hook::_inst = nullptr; + +bool OpenGLX_Hook::start_hook() +{ + bool res = true; + if (!hooked) + { + if (!X11_Hook::Inst()->start_hook()) + return false; + + GLenum err = glewInit(); + + if (err == GLEW_OK) + { + PRINT_DEBUG("Hooked OpenGLX\n"); + + hooked = true; + Renderer_Detector::Inst().renderer_found(this); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(void*&)_glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers) + ); + EndHook(); + + get_steam_client()->steam_overlay->HookReady(); + } + else + { + PRINT_DEBUG("Failed to hook OpenGLX\n"); + /* Problem: glewInit failed, something is seriously wrong. */ + PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); + res = false; + } + } + return true; +} + +void OpenGLX_Hook::resetRenderState() +{ + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + //X11_Hook::Inst()->resetRenderState(); + ImGui::DestroyContext(); + + initialized = false; + } +} + +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. +void OpenGLX_Hook::prepareForOverlay(Display* display) +{ + PRINT_DEBUG("Called SwapBuffer hook"); + + if( ! initialized ) + { + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + ImGui_ImplOpenGL3_Init(); + initialized = true; + } + + if( initialized ) + { + ImGuiIO& io = ImGui::GetIO(); + + GLint m_viewport[4]; + glGetIntegerv( GL_VIEWPORT, m_viewport ); + int width = m_viewport[2]; + int height = m_viewport[3]; + + ImGui_ImplOpenGL3_NewFrame(); + X11_Hook::Inst()->prepareForOverlay(display); + + ImGui::NewFrame(); + + get_steam_client()->steam_overlay->OverlayProc(width, height); + + ImGui::EndFrame(); + + ImGui::Render(); + + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + } +} + +void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) +{ + OpenGLX_Hook::Inst()->prepareForOverlay(display); + OpenGLX_Hook::Inst()->_glXSwapBuffers(display, drawable); +} + +OpenGLX_Hook::OpenGLX_Hook(): + initialized(false), + hooked(false), + _glXSwapBuffers(nullptr) +{ + //_library = dlopen(DLL_NAME); +} + +OpenGLX_Hook::~OpenGLX_Hook() +{ + PRINT_DEBUG("OpenGLX Hook removed\n"); + + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + ImGui::DestroyContext(); + } + + //dlclose(_library); + + _inst = nullptr; +} + +OpenGLX_Hook* OpenGLX_Hook::Inst() +{ + if (_inst == nullptr) + _inst = new OpenGLX_Hook; + + return _inst; +} + +const char* OpenGLX_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +void OpenGLX_Hook::loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers) +{ + _glXSwapBuffers = pfnglXSwapBuffers; +} + +#endif//NO_OVERLAY +#endif//__LINUX__ diff --git a/overlay_experimental/linux/OpenGLX_Hook.h b/overlay_experimental/linux/OpenGLX_Hook.h new file mode 100644 index 0000000..0a204c4 --- /dev/null +++ b/overlay_experimental/linux/OpenGLX_Hook.h @@ -0,0 +1,45 @@ +#ifndef __INCLUDED_OPENGLX_HOOK_H__ +#define __INCLUDED_OPENGLX_HOOK_H__ + +#include "../Base_Hook.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY +#include +#include + +class OpenGLX_Hook : public Base_Hook +{ +public: + static constexpr const char *DLL_NAME = "libGLX.so"; + +private: + static OpenGLX_Hook* _inst; + + // Variables + bool hooked; + bool initialized; + + // Functions + OpenGLX_Hook(); + + void resetRenderState(); + void prepareForOverlay(Display* display); + + // Hook to render functions + static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); + + decltype(glXSwapBuffers)* _glXSwapBuffers; + +public: + virtual ~OpenGLX_Hook(); + + bool start_hook(); + static OpenGLX_Hook* Inst(); + virtual const char* get_lib_name() const; + void loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers); +}; + +#endif//NO_OVERLAY +#endif//__LINUX__ +#endif//__INCLUDED_OPENGLX_HOOK_H__ diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp new file mode 100644 index 0000000..dbb9a83 --- /dev/null +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -0,0 +1,216 @@ +#include "X11_Hook.h" +#include "../Renderer_Detector.h" +#include "../dll/dll.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY + +#include +#include + +#include +#include +#include + +extern int ImGui_ImplX11_EventHandler(XEvent &event); + +X11_Hook* X11_Hook::_inst = nullptr; + +bool X11_Hook::start_hook() +{ + bool res = true; + if (!hooked) + { + res = false; + std::ifstream flibrary("/proc/self/maps"); + std::string line; + while( std::getline(flibrary, line) ) + { + if( strcasestr(line.c_str(), DLL_NAME) != nullptr ) + { + _library = dlopen(line.substr(line.find('/')).c_str(), RTLD_NOW); + + if( _library != nullptr ) + { + // Hook only this + _XEventsQueued = (decltype(_XEventsQueued))dlsym(_library, "XEventsQueued"); + // Thoses are needed to ignore some events when overlay is on + _XPeekEvent = (decltype(_XPeekEvent))dlsym(_library, "XPeekEvent"); + _XNextEvent = (decltype(_XNextEvent))dlsym(_library, "XNextEvent"); + _XKeysymToKeycode = (decltype(_XKeysymToKeycode))dlsym(_library, "XKeysymToKeycode"); + _XLookupKeysym = (decltype(_XLookupKeysym))dlsym(_library, "XLookupKeysym"); + + if( _XEventsQueued != nullptr && _XPeekEvent != nullptr + && _XNextEvent != nullptr && _XKeysymToKeycode != nullptr + && _XLookupKeysym != nullptr ) + { + PRINT_DEBUG("Hooked X11\n"); + hooked = true; + + BeginHook(); + HookFuncs( + std::make_pair(&(void*&)_XEventsQueued, (void*)&X11_Hook::MyXEventsQueued) + ); + + EndHook(); + break; + } + dlclose(_library); + } + } + } + } + return res; +} + +void X11_Hook::resetRenderState() +{ + if (initialized) + { + initialized = false; + ImGui_ImplX11_Shutdown(); + } +} + +void X11_Hook::prepareForOverlay(Display *display) +{ + if (!initialized) + { + ImGui_ImplX11_Init(display); + + ImGuiIO &io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = _XKeysymToKeycode(display, XK_Tab); + io.KeyMap[ImGuiKey_LeftArrow] = _XKeysymToKeycode(display, XK_Left); + io.KeyMap[ImGuiKey_RightArrow] = _XKeysymToKeycode(display, XK_Right); + io.KeyMap[ImGuiKey_UpArrow] = _XKeysymToKeycode(display, XK_Up); + io.KeyMap[ImGuiKey_DownArrow] = _XKeysymToKeycode(display, XK_Down); + io.KeyMap[ImGuiKey_PageUp] = _XKeysymToKeycode(display, XK_Prior); + io.KeyMap[ImGuiKey_PageDown] = _XKeysymToKeycode(display, XK_Next); + io.KeyMap[ImGuiKey_Home] = _XKeysymToKeycode(display, XK_Home); + io.KeyMap[ImGuiKey_End] = _XKeysymToKeycode(display, XK_End); + io.KeyMap[ImGuiKey_Insert] = _XKeysymToKeycode(display, XK_Insert); + io.KeyMap[ImGuiKey_Delete] = _XKeysymToKeycode(display, XK_Delete); + io.KeyMap[ImGuiKey_Backspace] = _XKeysymToKeycode(display, XK_BackSpace); + io.KeyMap[ImGuiKey_Space] = _XKeysymToKeycode(display, XK_space); + io.KeyMap[ImGuiKey_Enter] = _XKeysymToKeycode(display, XK_Return); + io.KeyMap[ImGuiKey_Escape] = _XKeysymToKeycode(display, XK_Escape); + io.KeyMap[ImGuiKey_A] = _XKeysymToKeycode(display, XK_A); + io.KeyMap[ImGuiKey_C] = _XKeysymToKeycode(display, XK_C); + io.KeyMap[ImGuiKey_V] = _XKeysymToKeycode(display, XK_V); + io.KeyMap[ImGuiKey_X] = _XKeysymToKeycode(display, XK_X); + io.KeyMap[ImGuiKey_Y] = _XKeysymToKeycode(display, XK_Y); + io.KeyMap[ImGuiKey_Z] = _XKeysymToKeycode(display, XK_Z); + + initialized = true; + } + + ImGui_ImplX11_NewFrame(); +} + +///////////////////////////////////////////////////////////////////////////////////// +// X11 window hooks +bool IgnoreEvent(XEvent &event) +{ + switch(event.type) + { + // Keyboard + case KeyPress: case KeyRelease: + // MouseButton + case ButtonPress: case ButtonRelease: + // Mouse move + case MotionNotify: + return true; + } + return false; +} + +int X11_Hook::MyXEventsQueued(Display *display, int mode) +{ + static Time prev_time = {}; + X11_Hook* inst = X11_Hook::Inst(); + XEvent event = {}; + + int res = inst->_XEventsQueued(display, mode); + + if( res > 0 ) + { + /// The XPeekEvent function returns the first event from the event queue, + /// but it does not remove the event from the queue. If the queue is + /// empty, XPeekEvent flushes the output buffer and blocks until an event + /// is received. + inst->_XPeekEvent(display, &event); + Steam_Overlay* overlay = get_steam_client()->steam_overlay; + bool show = overlay->ShowOverlay(); + // Is the event is a key press + if (event.type == KeyPress) + { + // Tab is pressed and was not pressed before + if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) + { + // if key TAB is help, don't make the overlay flicker :p + if( event.xkey.time != prev_time) + { + overlay->ShowOverlay(!overlay->ShowOverlay()); + + if (overlay->ShowOverlay()) + show = true; + } + } + } + else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) + { + prev_time = event.xkey.time; + } + + if (show) + { + ImGui_ImplX11_EventHandler(event); + + if (IgnoreEvent(event)) + { + inst->_XNextEvent(display, &event); + res = 0; + } + } + } + // XEventsQueued returns the num of events available. + // Usually, games tend to read all events queued before calling again XEventsQueued + // making us unavailable to intercept undesired events + return res; +} + +///////////////////////////////////////////////////////////////////////////////////// + +X11_Hook::X11_Hook() : + initialized(false), + hooked(false) +{ + //_library = dlopen(DLL_NAME, RTLD_NOW); +} + +X11_Hook::~X11_Hook() +{ + PRINT_DEBUG("X11 Hook removed\n"); + + resetRenderState(); + + //dlclose(_library); + + _inst = nullptr; +} + +X11_Hook* X11_Hook::Inst() +{ + if (_inst == nullptr) + _inst = new X11_Hook; + + return _inst; +} + +const char* X11_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +#endif//NO_OVERLAY +#endif//#__LINUX__ diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h new file mode 100644 index 0000000..e4692de --- /dev/null +++ b/overlay_experimental/linux/X11_Hook.h @@ -0,0 +1,50 @@ +#ifndef __INCLUDED_X11_HOOK_H__ +#define __INCLUDED_X11_HOOK_H__ + +#include "../Base_Hook.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY + +#include // XEvent types +#include // XEvent structure + +class X11_Hook : public Base_Hook +{ +public: + static constexpr const char* DLL_NAME = "libX11.so"; + +private: + static X11_Hook* _inst; + + // Variables + bool hooked; + bool initialized; + + // Functions + X11_Hook(); + + // Hook to X11 window messages + static int MyXEventsQueued(Display * display, int mode); + + decltype(XEventsQueued)* _XEventsQueued; + + decltype(XPeekEvent)* _XPeekEvent; + decltype(XNextEvent)* _XNextEvent; + decltype(XKeysymToKeycode)* _XKeysymToKeycode; + decltype(XLookupKeysym)* _XLookupKeysym; + +public: + virtual ~X11_Hook(); + + void resetRenderState(); + void prepareForOverlay(Display *display); + + bool start_hook(); + static X11_Hook* Inst(); + virtual const char* get_lib_name() const; +}; + +#endif//NO_OVERLAY +#endif//__LINUX__ +#endif//__INCLUDED_X11_HOOK_H__ diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index 3f0fd96..c01864f 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -1,12 +1,12 @@ #include "DX10_Hook.h" #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY #include -#include +#include DX10_Hook* DX10_Hook::_inst = nullptr; diff --git a/overlay_experimental/windows/DX10_Hook.h b/overlay_experimental/windows/DX10_Hook.h index 63921ff..ddfaffa 100644 --- a/overlay_experimental/windows/DX10_Hook.h +++ b/overlay_experimental/windows/DX10_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_DX10_HOOK_H__ #define __INCLUDED_DX10_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifndef NO_OVERLAY #include @@ -42,10 +42,10 @@ public: bool start_hook(); static DX10_Hook* Inst(); virtual const char* get_lib_name() const; - + void loadFunctions(IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY -#endif//__INCLUDED_DX10_HOOK_H__ \ No newline at end of file +#endif//__INCLUDED_DX10_HOOK_H__ diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index 6ec6017..21ad917 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -1,12 +1,12 @@ #include "DX11_Hook.h" #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY #include -#include +#include DX11_Hook* DX11_Hook::_inst = nullptr; diff --git a/overlay_experimental/windows/DX11_Hook.h b/overlay_experimental/windows/DX11_Hook.h index bf2074d..f8025c9 100644 --- a/overlay_experimental/windows/DX11_Hook.h +++ b/overlay_experimental/windows/DX11_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_DX11_HOOK_H__ #define __INCLUDED_DX11_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifndef NO_OVERLAY #include @@ -19,7 +19,7 @@ private: bool hooked; bool initialized; ID3D11DeviceContext* pContext; - ID3D11RenderTargetView* mainRenderTargetView; + ID3D11RenderTargetView* mainRenderTargetView; // Functions DX11_Hook(); @@ -42,10 +42,10 @@ public: bool start_hook(); static DX11_Hook* Inst(); virtual const char* get_lib_name() const; - + void loadFunctions(IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY -#endif//__INCLUDED_DX11_HOOK_H__ \ No newline at end of file +#endif//__INCLUDED_DX11_HOOK_H__ diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index 5c8981b..a3d52f6 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -1,12 +1,12 @@ #include "DX12_Hook.h" #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY #include -#include +#include #include diff --git a/overlay_experimental/windows/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h index 5cfb7ee..d8e82f2 100644 --- a/overlay_experimental/windows/DX12_Hook.h +++ b/overlay_experimental/windows/DX12_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_DX12_HOOK_H__ #define __INCLUDED_DX12_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifndef NO_OVERLAY #include @@ -48,9 +48,9 @@ public: bool start_hook(); static DX12_Hook* Inst(); virtual const char* get_lib_name() const; - + void loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain* pSwapChain); }; #endif//NO_OVERLAY -#endif//__INCLUDED_DX12_HOOK_H__ \ No newline at end of file +#endif//__INCLUDED_DX12_HOOK_H__ diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index 0f1e14f..ef184d3 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -1,14 +1,12 @@ #include "DX9_Hook.h" #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY #include -#include - -#include "steam_overlay.h" +#include DX9_Hook* DX9_Hook::_inst = nullptr; diff --git a/overlay_experimental/windows/DX9_Hook.h b/overlay_experimental/windows/DX9_Hook.h index 974c8c8..3e42b99 100644 --- a/overlay_experimental/windows/DX9_Hook.h +++ b/overlay_experimental/windows/DX9_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_DX9_HOOK_H__ #define __INCLUDED_DX9_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifndef NO_OVERLAY #include @@ -43,10 +43,10 @@ public: bool start_hook(); static DX9_Hook* Inst(); virtual const char* get_lib_name() const; - + void loadFunctions(IDirect3DDevice9 *pDevice, bool ex); }; #endif//NO_OVERLAY -#endif//__INCLUDED_DX9_HOOK_H__ \ No newline at end of file +#endif//__INCLUDED_DX9_HOOK_H__ diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 0e706d8..1e1026d 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -1,7 +1,7 @@ #include "OpenGL_Hook.h" #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY @@ -10,7 +10,7 @@ #include -#include "steam_overlay.h" +#include "../steam_overlay.h" OpenGL_Hook* OpenGL_Hook::_inst = nullptr; diff --git a/overlay_experimental/windows/OpenGL_Hook.h b/overlay_experimental/windows/OpenGL_Hook.h index b0d8a45..a2c9c7f 100644 --- a/overlay_experimental/windows/OpenGL_Hook.h +++ b/overlay_experimental/windows/OpenGL_Hook.h @@ -1,14 +1,14 @@ #ifndef __INCLUDED_OPENGL_HOOK_H__ #define __INCLUDED_OPENGL_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifndef NO_OVERLAY class OpenGL_Hook : public Base_Hook { public: static constexpr const char *DLL_NAME = "opengl32.dll"; - + using wglSwapBuffers_t = BOOL(WINAPI*)(HDC); private: @@ -39,4 +39,4 @@ public: }; #endif//NO_OVERLAY -#endif//__INCLUDED_OPENGL_HOOK_H__ \ No newline at end of file +#endif//__INCLUDED_OPENGL_HOOK_H__ diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 4ccff4a..2d98f28 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -1,11 +1,11 @@ #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY #include -#include +#include extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); From 95e87eb832350e00d406e8cbbc18920a7cc82565 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 1 Sep 2019 23:21:13 +0200 Subject: [PATCH 104/152] Clean Linux Detour --- overlay_experimental/linux/Linux_Detour.cpp | 7 ++--- overlay_experimental/linux/Linux_Detour.h | 30 +++++---------------- 2 files changed, 9 insertions(+), 28 deletions(-) diff --git a/overlay_experimental/linux/Linux_Detour.cpp b/overlay_experimental/linux/Linux_Detour.cpp index 984e815..33cbdae 100644 --- a/overlay_experimental/linux/Linux_Detour.cpp +++ b/overlay_experimental/linux/Linux_Detour.cpp @@ -13,8 +13,8 @@ //------------------------------------------------------------------------------// // Helper funcs //------------------------------------------------------------------------------// -constexpr static auto relative_jump_size = 5; constexpr static auto relative_addr_jump_size = sizeof(int32_t); +constexpr static auto relative_jump_size = 1 + relative_addr_jump_size; constexpr static auto absolute_jump_size = 6; struct @@ -134,14 +134,12 @@ struct trampoline_x86_t uint8_t trampolineBytes[16+relative_jump_size]; // trampoline + original function opcodes uint8_t hookJump[relative_jump_size]; // jump to hook addr, needed because of relative jump overflow uint8_t nOriginalBytes; // number of original function bytes bkp - uint8_t originalBytes[16]; // original function bytes }; typedef trampoline_x86_t trampoline_t; struct trampoline_region_t { - uint32_t header; uint8_t numTrampolines; // current trampolines allocated trampoline_t *trampolines_start; // start pointer of current region trampolines trampoline_t *next_free_trampoline; // next free trampoline in region @@ -492,7 +490,7 @@ int Linux_Detour::transaction_commit() res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); // Write the original opcodes - std::copy(trampoline->originalBytes, trampoline->originalBytes+trampoline->nOriginalBytes, + std::copy(trampoline->trampolineBytes, trampoline->trampolineBytes+trampoline->nOriginalBytes, reinterpret_cast(*ppOriginalFunc)); // Remove write permission @@ -582,7 +580,6 @@ int Linux_Detour::hook_func(void** ppOriginalFunc, void* _hook) gen_immediate_jump(trampoline->hookJump, hook); // Copy original opcodes trampoline->nOriginalBytes = code_len; - std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, trampoline->originalBytes); std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, pTrampolineCode); pTrampolineCode += code_len; // Create the relative jmp to original (function + backed up opcodes) diff --git a/overlay_experimental/linux/Linux_Detour.h b/overlay_experimental/linux/Linux_Detour.h index 731d426..bbc1760 100644 --- a/overlay_experimental/linux/Linux_Detour.h +++ b/overlay_experimental/linux/Linux_Detour.h @@ -1,32 +1,16 @@ #ifndef LINUX_DETOUR_H #define LINUX_DETOUR_H -#include -#include #include -#include -class Linux_Detour +namespace Linux_Detour { - public: - static int update_thread(pthread_t thread_id); - static int transaction_begin(); - static int transaction_abort(); - static int transaction_commit(); - static int hook_func(void** ppOriginalFunc, void* _hook); - static int unhook_func(void** ppOriginalFunc, void* _hook); - - private: - static int hook_func_abs(void** ppOriginalFunc, void* _hook); - static int hook_func_rel(void** ppOriginalFunc, void* _hook); - - Linux_Detour() = delete; - Linux_Detour(Linux_Detour const&) = delete; - Linux_Detour(Linux_Detour &&) = delete; - Linux_Detour& operator=(Linux_Detour const&) = delete; - Linux_Detour& operator=(Linux_Detour &&) = delete; + int update_thread(pthread_t thread_id); + int transaction_begin(); + int transaction_abort(); + int transaction_commit(); + int hook_func(void** ppOriginalFunc, void* _hook); + int unhook_func(void** ppOriginalFunc, void* _hook); }; -extern "C" void *elf_hook(char const *library_filename, void const *library_address, char const *function_name, void const *substitution_address); - #endif // LINUX_DETOUR_H From aeeb85da55a9c5a5d4ac4ea71f85be5eeb0ccafa Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 2 Sep 2019 01:29:09 +0200 Subject: [PATCH 105/152] This should do something like this (Working on portal2 ubuntu 18.04) --- ImGui/impls/linux/imgui_impl_x11.cpp | 69 +++++++++++++++++++++++----- 1 file changed, 58 insertions(+), 11 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index 1065ae4..76aadd6 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -15,12 +15,16 @@ #include #include +#include + // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2019-08-31: Initial X11 implementation // X11 Data static Display* g_Display = nullptr; +static uint64_t g_Time = 0; +static uint64_t g_TicksPerSecond = 0; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; static bool g_HasGamepad = false; static bool g_WantUpdateHasGamepad = true; @@ -28,6 +32,13 @@ static bool g_WantUpdateHasGamepad = true; // Functions bool ImGui_ImplX11_Init(void *display) { + timespec ts, tsres; + clock_getres(CLOCK_MONOTONIC_RAW, &tsres); + clock_gettime(CLOCK_MONOTONIC_RAW, &ts); + + g_TicksPerSecond = 100000000 / (static_cast(tsres.tv_nsec) + static_cast(tsres.tv_sec)*1000000000); + g_Time = static_cast(ts.tv_nsec) + static_cast(ts.tv_sec)*1000000000; + //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) // return false; //if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) @@ -42,6 +53,28 @@ bool ImGui_ImplX11_Init(void *display) io.ImeWindowHandle = nullptr; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = XKeysymToKeycode(g_Display, XK_Tab); + io.KeyMap[ImGuiKey_LeftArrow] = XKeysymToKeycode(g_Display, XK_Left); + io.KeyMap[ImGuiKey_RightArrow] = XKeysymToKeycode(g_Display, XK_Right); + io.KeyMap[ImGuiKey_UpArrow] = XKeysymToKeycode(g_Display, XK_Up); + io.KeyMap[ImGuiKey_DownArrow] = XKeysymToKeycode(g_Display, XK_Down); + io.KeyMap[ImGuiKey_PageUp] = XKeysymToKeycode(g_Display, XK_Prior); + io.KeyMap[ImGuiKey_PageDown] = XKeysymToKeycode(g_Display, XK_Next); + io.KeyMap[ImGuiKey_Home] = XKeysymToKeycode(g_Display, XK_Home); + io.KeyMap[ImGuiKey_End] = XKeysymToKeycode(g_Display, XK_End); + io.KeyMap[ImGuiKey_Insert] = XKeysymToKeycode(g_Display, XK_Insert); + io.KeyMap[ImGuiKey_Delete] = XKeysymToKeycode(g_Display, XK_Delete); + io.KeyMap[ImGuiKey_Backspace] = XKeysymToKeycode(g_Display, XK_BackSpace); + io.KeyMap[ImGuiKey_Space] = XKeysymToKeycode(g_Display, XK_space); + io.KeyMap[ImGuiKey_Enter] = XKeysymToKeycode(g_Display, XK_Return); + io.KeyMap[ImGuiKey_Escape] = XKeysymToKeycode(g_Display, XK_Escape); + io.KeyMap[ImGuiKey_A] = XKeysymToKeycode(g_Display, XK_A); + io.KeyMap[ImGuiKey_C] = XKeysymToKeycode(g_Display, XK_C); + io.KeyMap[ImGuiKey_V] = XKeysymToKeycode(g_Display, XK_V); + io.KeyMap[ImGuiKey_X] = XKeysymToKeycode(g_Display, XK_X); + io.KeyMap[ImGuiKey_Y] = XKeysymToKeycode(g_Display, XK_Y); + io.KeyMap[ImGuiKey_Z] = XKeysymToKeycode(g_Display, XK_Z); + /* io.KeyMap[ImGuiKey_Tab] = -1; io.KeyMap[ImGuiKey_LeftArrow] = -1; io.KeyMap[ImGuiKey_RightArrow] = -1; @@ -63,6 +96,8 @@ bool ImGui_ImplX11_Init(void *display) io.KeyMap[ImGuiKey_X] = -1; io.KeyMap[ImGuiKey_Y] = -1; io.KeyMap[ImGuiKey_Z] = -1; + */ + return true; } @@ -120,7 +155,15 @@ static void ImGui_ImplWin32_UpdateMousePos() // Set mouse position io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + Window rootWnd = DefaultRootWindow(g_Display); + Window unused_window; + int rx, ry, x, y; + unsigned int mask; + XQueryPointer(g_Display, rootWnd, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); + + io.MousePos.x = rx; + io.MousePos.y = ry; } /* TODO: support linux gamepad ? @@ -185,31 +228,35 @@ void ImGui_ImplX11_NewFrame() Window rootWnd = DefaultRootWindow(g_Display); // Todo: use X11 to get this value - GLint m_viewport[4]; - glGetIntegerv( GL_VIEWPORT, m_viewport ); - io.DisplaySize.x = m_viewport[2]; - io.DisplaySize.y = m_viewport[3]; + unsigned int width, height; + Window unused_window; + int unused_int; + unsigned int unused_unsigned_int; + XGetGeometry(g_Display, rootWnd, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); - /* - io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + io.DisplaySize.x = width; + io.DisplaySize.y = height; + + timespec ts, tsres; + clock_gettime(CLOCK_MONOTONIC_RAW, &ts); + + uint64_t current_time = static_cast(ts.tv_nsec) + static_cast(ts.tv_sec)*1000000000; - // Setup time step - INT64 current_time; - ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; + /* // Read keyboard modifiers inputs io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; io.KeySuper = false; // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. - + */ // Update OS mouse position ImGui_ImplWin32_UpdateMousePos(); - + /* // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); if (g_LastMouseCursor != mouse_cursor) From 5af1d18a8f467be28125fe360dc4c2304dd53f6b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 2 Sep 2019 10:50:46 +0200 Subject: [PATCH 106/152] Fixed overlay thread joining on himself --- overlay_experimental/Renderer_Detector.cpp | 107 ++++++++------------ overlay_experimental/linux/Linux_Detour.cpp | 2 +- 2 files changed, 45 insertions(+), 64 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 30a6ff2..85e4548 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -532,28 +532,10 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) std::this_thread::sleep_for(std::chrono::milliseconds(500)); } -} -void Renderer_Detector::renderer_found(Base_Hook* hook) -{ - Hook_Manager& hm = Hook_Manager::Inst(); + _this->destroy_hwnd(); - _renderer_found = true; - game_renderer = hook; - - if (hook == nullptr) - PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); - else - PRINT_DEBUG("Hooked renderer in %d/%d tries\n", _hook_retries, max_hook_retries); - - _hook_thread->join(); - delete _hook_thread; - _hook_thread = nullptr; - - hm.RemoveHook(rendererdetect_hook); - destroy_hwnd(); - - if (hook == nullptr) // Couldn't hook renderer + if (_this->game_renderer == nullptr) // Couldn't hook renderer { hm.RemoveHook(Windows_Hook::Inst()); } @@ -561,51 +543,54 @@ void Renderer_Detector::renderer_found(Base_Hook* hook) { hm.AddHook(Windows_Hook::Inst()); } - if (_ogl_hooked) + if (_this->_ogl_hooked) { auto h = OpenGL_Hook::Inst(); - if (h != hook) + if (h != _this->game_renderer) { - _ogl_hooked = false; + _this->_ogl_hooked = false; hm.RemoveHook(h); } } - if (_dx9_hooked) + if (_this->_dx9_hooked) { auto h = DX9_Hook::Inst(); - if (h != hook) + if (h != _this->game_renderer) { - _dx9_hooked = false; + _this->_dx9_hooked = false; hm.RemoveHook(h); } } - if (_dx10_hooked) + if (_this->_dx10_hooked) { auto h = DX10_Hook::Inst(); - if (h != hook) + if (h != _this->game_renderer) { - _dx10_hooked = false; + _this->_dx10_hooked = false; hm.RemoveHook(h); } } - if (_dx11_hooked) + if (_this->_dx11_hooked) { auto h = DX11_Hook::Inst(); - if (h != hook) + if (h != _this->game_renderer) { - _dx11_hooked = false; + _this->_dx11_hooked = false; hm.RemoveHook(h); } } - if (_dx12_hooked) + if (_this->_dx12_hooked) { auto h = DX12_Hook::Inst(); - if (h != hook) + if (h != _this->game_renderer) { - _dx12_hooked = false; + _this->_dx12_hooked = false; hm.RemoveHook(h); } } + + delete _this->_hook_thread; + _this->_hook_thread = nullptr; } Renderer_Detector::Renderer_Detector(): @@ -715,6 +700,27 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) std::this_thread::sleep_for(std::chrono::milliseconds(500)); } + + if (_this->game_renderer == nullptr) // Couldn't hook renderer + { + hm.RemoveHook(X11_Hook::Inst()); + } + else + { + hm.AddHook(X11_Hook::Inst()); + } + if (_this->_oglx_hooked) + { + auto h = OpenGLX_Hook::Inst(); + if (h != _this->game_renderer) + { + _this->_oglx_hooked = false; + hm.RemoveHook(h); + } + } + + delete _this->_hook_thread; + _this->_hook_thread = nullptr; } Renderer_Detector::Renderer_Detector(): @@ -726,6 +732,8 @@ Renderer_Detector::Renderer_Detector(): game_renderer(nullptr) {} +#endif + void Renderer_Detector::renderer_found(Base_Hook* hook) { Hook_Manager& hm = Hook_Manager::Inst(); @@ -738,42 +746,16 @@ void Renderer_Detector::renderer_found(Base_Hook* hook) else PRINT_DEBUG("Hooked renderer in %d/%d tries\n", _hook_retries, max_hook_retries); - _hook_thread->join(); - delete _hook_thread; - _hook_thread = nullptr; - hm.RemoveHook(rendererdetect_hook); - - if (hook == nullptr) // Couldn't hook renderer - { - hm.RemoveHook(X11_Hook::Inst()); - } - else - { - hm.AddHook(X11_Hook::Inst()); - } - if (_oglx_hooked) - { - auto h = OpenGLX_Hook::Inst(); - if (h != hook) - { - _oglx_hooked = false; - hm.RemoveHook(h); - } - } } -#endif - bool Renderer_Detector::stop_retry() { // Retry or not bool stop = ++_hook_retries >= max_hook_retries; if (stop) - { renderer_found(nullptr); - } return stop; } @@ -783,6 +765,7 @@ void Renderer_Detector::find_renderer() if (_hook_thread == nullptr) { _hook_thread = new std::thread(&Renderer_Detector::find_renderer_proc, this); + _hook_thread->detach(); } } @@ -802,7 +785,5 @@ Renderer_Detector::~Renderer_Detector() if (_hook_thread != nullptr) { _hook_retries = max_hook_retries; - _hook_thread->join(); - delete _hook_thread; } } diff --git a/overlay_experimental/linux/Linux_Detour.cpp b/overlay_experimental/linux/Linux_Detour.cpp index 33cbdae..8fd8f56 100644 --- a/overlay_experimental/linux/Linux_Detour.cpp +++ b/overlay_experimental/linux/Linux_Detour.cpp @@ -208,7 +208,7 @@ int find_space_for_trampoline(uint8_t* func, int bytes_needed) if( func == nullptr ) return -1; - int code_len = -1; + int code_len = 0; bool search = true; uint8_t *startCode = reinterpret_cast(func); uint8_t *pCode = startCode; From bb8cfbda103d1ccd74f7696d05d29a5208d859c3 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 10:29:37 +0200 Subject: [PATCH 107/152] Updated ImGui event handle for X11 --- ImGui/impls/linux/imgui_impl_x11.cpp | 155 +++++++++++++-------------- ImGui/impls/linux/imgui_impl_x11.h | 2 +- 2 files changed, 76 insertions(+), 81 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index 76aadd6..be67763 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -29,6 +29,32 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; static bool g_HasGamepad = false; static bool g_WantUpdateHasGamepad = true; +bool GetKeyState(int keysym, char keys[32]) +{ + int keycode = XKeysymToKeycode(g_Display, keysym); + return keys[keycode/8] & (1<(tsres.tv_nsec) + static_cast(tsres.tv_sec)*1000000000); + g_TicksPerSecond = 1000000000.0f / (static_cast(tsres.tv_nsec) + static_cast(tsres.tv_sec)*1000000000); g_Time = static_cast(ts.tv_nsec) + static_cast(ts.tv_sec)*1000000000; //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) @@ -74,29 +100,6 @@ bool ImGui_ImplX11_Init(void *display) io.KeyMap[ImGuiKey_X] = XKeysymToKeycode(g_Display, XK_X); io.KeyMap[ImGuiKey_Y] = XKeysymToKeycode(g_Display, XK_Y); io.KeyMap[ImGuiKey_Z] = XKeysymToKeycode(g_Display, XK_Z); - /* - io.KeyMap[ImGuiKey_Tab] = -1; - io.KeyMap[ImGuiKey_LeftArrow] = -1; - io.KeyMap[ImGuiKey_RightArrow] = -1; - io.KeyMap[ImGuiKey_UpArrow] = -1; - io.KeyMap[ImGuiKey_DownArrow] = -1; - io.KeyMap[ImGuiKey_PageUp] = -1; - io.KeyMap[ImGuiKey_PageDown] = -1; - io.KeyMap[ImGuiKey_Home] = -1; - io.KeyMap[ImGuiKey_End] = -1; - io.KeyMap[ImGuiKey_Insert] = -1; - io.KeyMap[ImGuiKey_Delete] = -1; - io.KeyMap[ImGuiKey_Backspace] = -1; - io.KeyMap[ImGuiKey_Space] = -1; - io.KeyMap[ImGuiKey_Enter] = -1; - io.KeyMap[ImGuiKey_Escape] = -1; - io.KeyMap[ImGuiKey_A] = -1; - io.KeyMap[ImGuiKey_C] = -1; - io.KeyMap[ImGuiKey_V] = -1; - io.KeyMap[ImGuiKey_X] = -1; - io.KeyMap[ImGuiKey_Y] = -1; - io.KeyMap[ImGuiKey_Z] = -1; - */ return true; } @@ -140,7 +143,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() return true; } -static void ImGui_ImplWin32_UpdateMousePos() +static void ImGui_ImplWin32_UpdateMousePos(Window window) { ImGuiIO& io = ImGui::GetIO(); @@ -153,17 +156,14 @@ static void ImGui_ImplWin32_UpdateMousePos() //} // Set mouse position - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - - Window rootWnd = DefaultRootWindow(g_Display); Window unused_window; int rx, ry, x, y; unsigned int mask; - XQueryPointer(g_Display, rootWnd, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); + XQueryPointer(g_Display, window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); - io.MousePos.x = rx; - io.MousePos.y = ry; + io.MousePos.x = x; + io.MousePos.y = y; } /* TODO: support linux gamepad ? @@ -219,7 +219,7 @@ static void ImGui_ImplWin32_UpdateGamepads() } */ -void ImGui_ImplX11_NewFrame() +void ImGui_ImplX11_NewFrame(void* window) { 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()."); @@ -233,7 +233,7 @@ void ImGui_ImplX11_NewFrame() int unused_int; unsigned int unused_unsigned_int; - XGetGeometry(g_Display, rootWnd, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); + XGetGeometry(g_Display, (Window)window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); io.DisplaySize.x = width; io.DisplaySize.y = height; @@ -246,37 +246,37 @@ void ImGui_ImplX11_NewFrame() io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; - /* // Read keyboard modifiers inputs - io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; - io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; - io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; + char keys[32]; + XQueryKeymap(g_Display, keys); + + io.KeyCtrl = GetKeyState(XK_Control_L, keys); + io.KeyShift = GetKeyState(XK_Shift_L, keys); + io.KeyAlt = GetKeyState(XK_Alt_L, keys); io.KeySuper = false; // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. - */ + // Update OS mouse position - ImGui_ImplWin32_UpdateMousePos(); + ImGui_ImplWin32_UpdateMousePos((Window)window); /* // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); if (g_LastMouseCursor != mouse_cursor) { g_LastMouseCursor = mouse_cursor; - ImGui_ImplWin32_UpdateMouseCursor(); + ImGui_ImplX11_UpdateMouseCursor(); } */ // Update game controllers (if enabled and available) - //ImGui_ImplWin32_UpdateGamepads(); + //ImGui_ImplX11_UpdateGamepads(); } -// Process Win32 mouse/keyboard inputs. +// Process X11 mouse/keyboard inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. -// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) { if (ImGui::GetCurrentContext() == NULL) @@ -286,58 +286,53 @@ IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) switch (event.type) { case ButtonPress: - switch(event.xbutton.button ) + case ButtonRelease: + switch(event.xbutton.button) { - case Button1: case Button2: case Button3: - io.MouseDown[event.xbutton.button-1] = true; + case Button1: + io.MouseDown[0] = event.type == ButtonPress; + break; + + case Button2: + io.MouseDown[2] = event.type == ButtonPress; + break; + + case Button3: + io.MouseDown[1] = event.type == ButtonPress; break; case Button4: // Mouse wheel up - event.xbutton.button = Button4; - //io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + if( event.type == ButtonPress ) + io.MouseWheel += 1; return 0; case Button5: // Mouse wheel down - event.xbutton.button = Button5; - //io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + if( event.type == ButtonPress ) + io.MouseWheel -= 1; return 0; } break; - case ButtonRelease: - switch(event.xbutton.button ) - { - case Button1: case Button2: case Button3: - io.MouseDown[event.xbutton.button-1] = false; - break; - } - break; - case KeyPress: - case KeyRelease: - break; + { + int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0); + if( IsKeySys(key) ) + io.KeysDown[event.xkey.keycode] = true; + else + io.AddInputCharacter(key); + return 0; + } - case MotionNotify: - io.MousePos.x = event.xmotion.x; - io.MousePos.y = event.xmotion.y; - break; + case KeyRelease: + { + int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0); + if( IsKeySys(key) ) + io.KeysDown[event.xkey.keycode] = false; + return 0; + } } /* - case WM_KEYDOWN: - case WM_SYSKEYDOWN: - if (wParam < 256) - io.KeysDown[wParam] = 1; - return 0; - case WM_KEYUP: - case WM_SYSKEYUP: - if (wParam < 256) - io.KeysDown[wParam] = 0; - return 0; - case WM_CHAR: - // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - io.AddInputCharacter((unsigned int)wParam); - return 0; case WM_DEVICECHANGE: if ((UINT)wParam == DBT_DEVNODES_CHANGED) g_WantUpdateHasGamepad = true; diff --git a/ImGui/impls/linux/imgui_impl_x11.h b/ImGui/impls/linux/imgui_impl_x11.h index 387609a..2d05551 100644 --- a/ImGui/impls/linux/imgui_impl_x11.h +++ b/ImGui/impls/linux/imgui_impl_x11.h @@ -11,7 +11,7 @@ IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display); IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(void* window); // Handler for Win32 messages, update mouse/keyboard data. // You may or not need this for your implementation, but it can serve as reference for handling inputs. From d6f29ffffa913540cadfae072dd98c27e8e22b69 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 10:29:49 +0200 Subject: [PATCH 108/152] Added logs for Linux_Detour --- overlay_experimental/linux/Linux_Detour.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/linux/Linux_Detour.cpp b/overlay_experimental/linux/Linux_Detour.cpp index 8fd8f56..52d7128 100644 --- a/overlay_experimental/linux/Linux_Detour.cpp +++ b/overlay_experimental/linux/Linux_Detour.cpp @@ -10,6 +10,8 @@ #include #include +#include "../../dll/base.h" + //------------------------------------------------------------------------------// // Helper funcs //------------------------------------------------------------------------------// @@ -244,7 +246,7 @@ int find_space_for_trampoline(uint8_t* func, int bytes_needed) switch( *pCode ) { case CALL: case JMP: case LJMP: case SHORT_JMP: - //std::cerr << "CALL and JMP are not supported for trampolines." << std::endl; + PRINT_DEBUG("JMP or CALL is forbidden for trampolines.\n"); search = false; break; @@ -264,7 +266,7 @@ int find_space_for_trampoline(uint8_t* func, int bytes_needed) break; default: - //std::cerr << "opcode " << std::hex << (uint32_t)*pCode << " no registered" << std::endl; + PRINT_DEBUG("Unknown opcode %02X\n", (int)*pCode); search = false; } } From ecd753422b50850c13c286034255499981434504 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 10:32:32 +0200 Subject: [PATCH 109/152] Updated Linux X11 & OLGX hooks. Use LD_PRELOAD=$PWD/libsteam_api.so app_name to load overlay. --- overlay_experimental/Renderer_Detector.cpp | 180 +++++++++++++++----- overlay_experimental/linux/OpenGLX_Hook.cpp | 20 +-- overlay_experimental/linux/OpenGLX_Hook.h | 6 +- overlay_experimental/linux/X11_Hook.cpp | 136 +++++++-------- overlay_experimental/linux/X11_Hook.h | 29 +++- 5 files changed, 232 insertions(+), 139 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 85e4548..18b8446 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -509,7 +509,13 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) Hook_Manager& hm = Hook_Manager::Inst(); hm.AddHook(_this->rendererdetect_hook); - std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; + std::vector const libraries = { + OpenGL_Hook::DLL_NAME, + DX12_Hook::DLL_NAME, + DX11_Hook::DLL_NAME, + DX10_Hook::DLL_NAME, + DX9_Hook::DLL_NAME + }; while (!_this->_renderer_found && !_this->stop_retry()) { @@ -615,8 +621,12 @@ Renderer_Detector::Renderer_Detector(): #include #include -static decltype(glXSwapBuffers)* _glXSwapBuffers = nullptr; +extern "C" void *_dl_sym(void *, const char *, void *); +static decltype(glXGetProcAddress)* real_glXGetProcAddress = nullptr; +static decltype(glXGetProcAddressARB)* real_glXGetProcAddressARB = nullptr; + +/* void Renderer_Detector::MyglXSwapBuffers(Display *dpy, GLXDrawable drawable) { Renderer_Detector& inst = Renderer_Detector::Inst(); @@ -653,7 +663,7 @@ void Renderer_Detector::hook_openglx(const char* libname) } if (glXSwapBuffers != nullptr) { - PRINT_DEBUG("Hooked glXMakeCurrent to detect OpenGLX\n"); + PRINT_DEBUG("Hooked glXSwapBuffers to detect OpenGLX\n"); _oglx_hooked = true; auto h = OpenGLX_Hook::Inst(); @@ -663,7 +673,7 @@ void Renderer_Detector::hook_openglx(const char* libname) } else { - PRINT_DEBUG("Failed to Hook glXMakeCurrent to detect OpenGLX\n"); + PRINT_DEBUG("Failed to Hook glXSwapBuffers to detect OpenGLX\n"); } } } @@ -673,54 +683,15 @@ void Renderer_Detector::create_hook(const char* libname) if (strcasestr(libname, OpenGLX_Hook::DLL_NAME) != nullptr) hook_openglx(libname); } +*/ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) { + /* _this->rendererdetect_hook = new Base_Hook(); Hook_Manager& hm = Hook_Manager::Inst(); hm.AddHook(_this->rendererdetect_hook); - - - std::vector const libraries = { "libGLX.so" }; - - while (!_this->_renderer_found && !_this->stop_retry()) - { - std::ifstream flibrary("/proc/self/maps"); - std::string line; - while( std::getline(flibrary, line) ) - { - std::for_each(libraries.begin(), libraries.end(), [&line, &_this]( std::string const& library ) - { - if( std::search(line.begin(), line.end(), library.begin(), library.end()) != line.end() ) - { - _this->create_hook(line.substr(line.find('/')).c_str()); - } - }); - } - - std::this_thread::sleep_for(std::chrono::milliseconds(500)); - } - - if (_this->game_renderer == nullptr) // Couldn't hook renderer - { - hm.RemoveHook(X11_Hook::Inst()); - } - else - { - hm.AddHook(X11_Hook::Inst()); - } - if (_this->_oglx_hooked) - { - auto h = OpenGLX_Hook::Inst(); - if (h != _this->game_renderer) - { - _this->_oglx_hooked = false; - hm.RemoveHook(h); - } - } - - delete _this->_hook_thread; - _this->_hook_thread = nullptr; + */ } Renderer_Detector::Renderer_Detector(): @@ -732,6 +703,123 @@ Renderer_Detector::Renderer_Detector(): game_renderer(nullptr) {} +static decltype(dlsym)* real_dlsym = nullptr; + +// hook library static loading +extern "C" int XEventsQueued(Display *display, int mode) +{ + auto h = X11_Hook::Inst(); + if( h->get_XEventsQueued() == nullptr ) + h->loadXEventsQueued((decltype(XEventsQueued)*)real_dlsym(RTLD_NEXT, "XEventsQueued")); + + return X11_Hook::MyXEventsQueued(display, mode); +} + +//extern "C" int XPeekEvent(Display *display, XEvent *event) +//{ +// auto h = X11_Hook::Inst(); +// if( h->get_XPeekEvent() == nullptr ) +// h->loadXPeekEvent((decltype(XPeekEvent)*)real_dlsym(RTLD_NEXT, "XPeekEvent")); +// +// return X11_Hook::MyXPeekEvent(display, event); +//} + +//extern "C" int XNextEvent(Display *display, XEvent *event) +//{ +// auto h = X11_Hook::Inst(); +// if( h->get_XNextEvent() == nullptr ) +// h->loadXNextEvent((decltype(XNextEvent)*)real_dlsym(RTLD_NEXT, "XNextEvent")); +// +// return X11_Hook::MyXNextEvent(display, event); +//} + +extern "C" int XPending(Display *display) +{ + auto h = X11_Hook::Inst(); + if( h->get_XPending() == nullptr ) + h->loadXPending((decltype(XPending)*)real_dlsym(RTLD_NEXT, "XPending")); + + return X11_Hook::MyXPending(display); +} + +extern "C" void glXSwapBuffers(Display *display, GLXDrawable drawable) +{ + OpenGLX_Hook::Inst()->start_hook(); + OpenGLX_Hook::MyglXSwapBuffers(display, drawable); +} + +extern "C" __GLXextFuncPtr glXGetProcAddress(const GLubyte * procName) +{ + if( strcmp((const char*)procName, "glXSwapBuffers") == 0 ) + { + decltype(glXSwapBuffers)* real_glXSwapBuffers = (decltype(real_glXSwapBuffers))real_glXGetProcAddress(procName); + OpenGLX_Hook::Inst()->loadFunctions(real_glXSwapBuffers); + return (__GLXextFuncPtr)glXSwapBuffers; + } + + __GLXextFuncPtr func = (__GLXextFuncPtr)real_glXGetProcAddress(procName); + + return func; +} + +extern "C" __GLXextFuncPtr glXGetProcAddressARB (const GLubyte* procName) +{ + if( strcmp((const char*)procName, "glXSwapBuffers") == 0 ) + { + decltype(glXSwapBuffers)* real_glXSwapBuffers = (decltype(real_glXSwapBuffers))real_glXGetProcAddressARB(procName); + OpenGLX_Hook::Inst()->loadFunctions(real_glXSwapBuffers); + return (__GLXextFuncPtr)glXSwapBuffers; + } + + __GLXextFuncPtr func = (__GLXextFuncPtr)real_glXGetProcAddressARB(procName); + + return func; +} + +extern "C" void* dlsym(void* handle, const char* name) +{ + if (real_dlsym == nullptr) + real_dlsym = (decltype(dlsym)*)_dl_sym(RTLD_NEXT, "dlsym", reinterpret_cast(dlsym)); + + if ( strcmp(name,"dlsym") == 0 ) + return (void*)dlsym; + + if( strcmp(name, "glXGetProcAddress") == 0 ) + { + if( real_glXGetProcAddress == nullptr ) + { + real_glXGetProcAddress = (decltype(glXGetProcAddress)*)real_dlsym(RTLD_NEXT, "glXGetProcAddress"); + } + return (void*)glXGetProcAddress; + } + if( strcmp(name, "glXGetProcAddressARB") == 0 ) + { + if( real_glXGetProcAddressARB == nullptr ) + { + real_glXGetProcAddressARB = (decltype(glXGetProcAddressARB)*)real_dlsym(RTLD_NEXT, "glXGetProcAddressARB"); + } + return (void*)glXGetProcAddressARB; + } + if( strcmp(name, "XEventsQueued") == 0 ) + { + return (void*)XEventsQueued; + } + //if( strcmp(name, "XNextEvent") == 0 ) + //{ + // return (void*)XNextEvent; + //} + //if( strcmp(name, "XPeekEvent") == 0 ) + //{ + // return (void*)XPeekEvent; + //} + if( strcmp(name, "XPending") == 0 ) + { + return (void*)XPending; + } + + return real_dlsym(handle,name); +} + #endif void Renderer_Detector::renderer_found(Base_Hook* hook) diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index bc6f114..86b884a 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -30,12 +30,14 @@ bool OpenGLX_Hook::start_hook() hooked = true; Renderer_Detector::Inst().renderer_found(this); + /* UnhookAll(); BeginHook(); HookFuncs( std::make_pair(&(void*&)_glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers) ); EndHook(); + */ get_steam_client()->steam_overlay->HookReady(); } @@ -55,7 +57,7 @@ void OpenGLX_Hook::resetRenderState() if (initialized) { ImGui_ImplOpenGL3_Shutdown(); - //X11_Hook::Inst()->resetRenderState(); + X11_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -63,10 +65,13 @@ void OpenGLX_Hook::resetRenderState() } // Try to make this function and overlay's proc as short as possible or it might affect game's fps. -void OpenGLX_Hook::prepareForOverlay(Display* display) +void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) { PRINT_DEBUG("Called SwapBuffer hook"); + if( (Window)drawable != X11_Hook::Inst()->get_game_wnd() ) + resetRenderState(); + if( ! initialized ) { ImGui::CreateContext(); @@ -81,17 +86,12 @@ void OpenGLX_Hook::prepareForOverlay(Display* display) { ImGuiIO& io = ImGui::GetIO(); - GLint m_viewport[4]; - glGetIntegerv( GL_VIEWPORT, m_viewport ); - int width = m_viewport[2]; - int height = m_viewport[3]; - ImGui_ImplOpenGL3_NewFrame(); - X11_Hook::Inst()->prepareForOverlay(display); + X11_Hook::Inst()->prepareForOverlay(display, (Window)drawable); ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(width, height); + get_steam_client()->steam_overlay->OverlayProc(io.DisplaySize.x, io.DisplaySize.y); ImGui::EndFrame(); @@ -103,7 +103,7 @@ void OpenGLX_Hook::prepareForOverlay(Display* display) void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) { - OpenGLX_Hook::Inst()->prepareForOverlay(display); + OpenGLX_Hook::Inst()->prepareForOverlay(display, drawable); OpenGLX_Hook::Inst()->_glXSwapBuffers(display, drawable); } diff --git a/overlay_experimental/linux/OpenGLX_Hook.h b/overlay_experimental/linux/OpenGLX_Hook.h index 0a204c4..b440961 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.h +++ b/overlay_experimental/linux/OpenGLX_Hook.h @@ -24,14 +24,16 @@ private: OpenGLX_Hook(); void resetRenderState(); - void prepareForOverlay(Display* display); + void prepareForOverlay(Display* display, GLXDrawable drawable); // Hook to render functions - static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); + decltype(glXSwapBuffers)* _glXSwapBuffers; public: + static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); + virtual ~OpenGLX_Hook(); bool start_hook(); diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp index dbb9a83..65d755d 100644 --- a/overlay_experimental/linux/X11_Hook.cpp +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -21,44 +21,8 @@ bool X11_Hook::start_hook() bool res = true; if (!hooked) { - res = false; - std::ifstream flibrary("/proc/self/maps"); - std::string line; - while( std::getline(flibrary, line) ) - { - if( strcasestr(line.c_str(), DLL_NAME) != nullptr ) - { - _library = dlopen(line.substr(line.find('/')).c_str(), RTLD_NOW); - - if( _library != nullptr ) - { - // Hook only this - _XEventsQueued = (decltype(_XEventsQueued))dlsym(_library, "XEventsQueued"); - // Thoses are needed to ignore some events when overlay is on - _XPeekEvent = (decltype(_XPeekEvent))dlsym(_library, "XPeekEvent"); - _XNextEvent = (decltype(_XNextEvent))dlsym(_library, "XNextEvent"); - _XKeysymToKeycode = (decltype(_XKeysymToKeycode))dlsym(_library, "XKeysymToKeycode"); - _XLookupKeysym = (decltype(_XLookupKeysym))dlsym(_library, "XLookupKeysym"); - - if( _XEventsQueued != nullptr && _XPeekEvent != nullptr - && _XNextEvent != nullptr && _XKeysymToKeycode != nullptr - && _XLookupKeysym != nullptr ) - { - PRINT_DEBUG("Hooked X11\n"); - hooked = true; - - BeginHook(); - HookFuncs( - std::make_pair(&(void*&)_XEventsQueued, (void*)&X11_Hook::MyXEventsQueued) - ); - - EndHook(); - break; - } - dlclose(_library); - } - } - } + PRINT_DEBUG("Hooked X11\n"); + hooked = true; } return res; } @@ -67,44 +31,24 @@ void X11_Hook::resetRenderState() { if (initialized) { + game_wnd = 0; initialized = false; ImGui_ImplX11_Shutdown(); } } -void X11_Hook::prepareForOverlay(Display *display) +void X11_Hook::prepareForOverlay(Display *display, Window wnd) { if (!initialized) { ImGui_ImplX11_Init(display); - ImGuiIO &io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = _XKeysymToKeycode(display, XK_Tab); - io.KeyMap[ImGuiKey_LeftArrow] = _XKeysymToKeycode(display, XK_Left); - io.KeyMap[ImGuiKey_RightArrow] = _XKeysymToKeycode(display, XK_Right); - io.KeyMap[ImGuiKey_UpArrow] = _XKeysymToKeycode(display, XK_Up); - io.KeyMap[ImGuiKey_DownArrow] = _XKeysymToKeycode(display, XK_Down); - io.KeyMap[ImGuiKey_PageUp] = _XKeysymToKeycode(display, XK_Prior); - io.KeyMap[ImGuiKey_PageDown] = _XKeysymToKeycode(display, XK_Next); - io.KeyMap[ImGuiKey_Home] = _XKeysymToKeycode(display, XK_Home); - io.KeyMap[ImGuiKey_End] = _XKeysymToKeycode(display, XK_End); - io.KeyMap[ImGuiKey_Insert] = _XKeysymToKeycode(display, XK_Insert); - io.KeyMap[ImGuiKey_Delete] = _XKeysymToKeycode(display, XK_Delete); - io.KeyMap[ImGuiKey_Backspace] = _XKeysymToKeycode(display, XK_BackSpace); - io.KeyMap[ImGuiKey_Space] = _XKeysymToKeycode(display, XK_space); - io.KeyMap[ImGuiKey_Enter] = _XKeysymToKeycode(display, XK_Return); - io.KeyMap[ImGuiKey_Escape] = _XKeysymToKeycode(display, XK_Escape); - io.KeyMap[ImGuiKey_A] = _XKeysymToKeycode(display, XK_A); - io.KeyMap[ImGuiKey_C] = _XKeysymToKeycode(display, XK_C); - io.KeyMap[ImGuiKey_V] = _XKeysymToKeycode(display, XK_V); - io.KeyMap[ImGuiKey_X] = _XKeysymToKeycode(display, XK_X); - io.KeyMap[ImGuiKey_Y] = _XKeysymToKeycode(display, XK_Y); - io.KeyMap[ImGuiKey_Z] = _XKeysymToKeycode(display, XK_Z); + game_wnd = wnd; initialized = true; } - ImGui_ImplX11_NewFrame(); + ImGui_ImplX11_NewFrame((void*)wnd); } ///////////////////////////////////////////////////////////////////////////////////// @@ -126,28 +70,28 @@ bool IgnoreEvent(XEvent &event) int X11_Hook::MyXEventsQueued(Display *display, int mode) { - static Time prev_time = {}; X11_Hook* inst = X11_Hook::Inst(); - XEvent event = {}; int res = inst->_XEventsQueued(display, mode); - if( res > 0 ) + if( res ) { - /// The XPeekEvent function returns the first event from the event queue, - /// but it does not remove the event from the queue. If the queue is - /// empty, XPeekEvent flushes the output buffer and blocks until an event - /// is received. - inst->_XPeekEvent(display, &event); + static Time prev_time = {}; + + XEvent event; + //inst->_XPeekEvent(display, &event); + XPeekEvent(display, &event); + Steam_Overlay* overlay = get_steam_client()->steam_overlay; bool show = overlay->ShowOverlay(); // Is the event is a key press if (event.type == KeyPress) { // Tab is pressed and was not pressed before - if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) + //if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) + if (event.xkey.keycode == XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) { - // if key TAB is help, don't make the overlay flicker :p + // if key TAB is held, don't make the overlay flicker :p if( event.xkey.time != prev_time) { overlay->ShowOverlay(!overlay->ShowOverlay()); @@ -157,7 +101,8 @@ int X11_Hook::MyXEventsQueued(Display *display, int mode) } } } - else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) + //else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) + else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(display, XK_Tab)) { prev_time = event.xkey.time; } @@ -168,22 +113,61 @@ int X11_Hook::MyXEventsQueued(Display *display, int mode) if (IgnoreEvent(event)) { - inst->_XNextEvent(display, &event); - res = 0; + //inst->_XNextEvent(display, &event); + XNextEvent(display, &event); + return 0; } } } + // XEventsQueued returns the num of events available. // Usually, games tend to read all events queued before calling again XEventsQueued // making us unavailable to intercept undesired events return res; } +int X11_Hook::MyXNextEvent(Display* display, XEvent *event) +{ + return Inst()->_XNextEvent(display, event); +} + +int X11_Hook::MyXPeekEvent(Display* display, XEvent *event) +{ + return Inst()->_XPeekEvent(display, event); +} + +int X11_Hook::MyXPending(Display* display) +{ + int res = Inst()->_XPending(display); + + if( res && get_steam_client()->steam_overlay->ShowOverlay() ) + { + XEvent event; + //Inst()->_XPeekEvent(display, &event); + XPeekEvent(display, &event); + if( IgnoreEvent(event) ) + { + ImGui_ImplX11_EventHandler(event); + + //Inst()->_XNextEvent(display, &event); + XNextEvent(display, &event); + res = 0; + } + } + + return res; +} + ///////////////////////////////////////////////////////////////////////////////////// X11_Hook::X11_Hook() : initialized(false), - hooked(false) + hooked(false), + game_wnd(0), + _XEventsQueued(nullptr), + _XPeekEvent(nullptr), + _XNextEvent(nullptr), + _XPending(nullptr) { //_library = dlopen(DLL_NAME, RTLD_NOW); } diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h index e4692de..13161aa 100644 --- a/overlay_experimental/linux/X11_Hook.h +++ b/overlay_experimental/linux/X11_Hook.h @@ -20,29 +20,48 @@ private: // Variables bool hooked; bool initialized; + Window game_wnd; // Functions X11_Hook(); // Hook to X11 window messages - static int MyXEventsQueued(Display * display, int mode); + decltype(XEventsQueued)* _XEventsQueued; - decltype(XPeekEvent)* _XPeekEvent; decltype(XNextEvent)* _XNextEvent; - decltype(XKeysymToKeycode)* _XKeysymToKeycode; - decltype(XLookupKeysym)* _XLookupKeysym; + decltype(XPending)* _XPending; + //decltype(XKeysymToKeycode)* _XKeysymToKeycode; + //decltype(XLookupKeysym)* _XLookupKeysym; + //decltype(XGetGeometry)* _XGetGeometry; public: + static int MyXEventsQueued(Display * display, int mode); + static int MyXNextEvent(Display* display, XEvent *event); + static int MyXPeekEvent(Display* display, XEvent *event); + static int MyXPending(Display* display); + virtual ~X11_Hook(); void resetRenderState(); - void prepareForOverlay(Display *display); + void prepareForOverlay(Display *display, Window wnd); + + Window get_game_wnd() const{ return game_wnd; } bool start_hook(); static X11_Hook* Inst(); virtual const char* get_lib_name() const; + + inline decltype(XEventsQueued)* get_XEventsQueued() const { return _XEventsQueued; } + inline decltype(XPeekEvent)* get_XPeekEvent() const { return _XPeekEvent; } + inline decltype(XNextEvent)* get_XNextEvent() const { return _XNextEvent; } + inline decltype(XPending)* get_XPending() const { return _XPending; } + + inline void loadXEventsQueued(decltype(XEventsQueued)* pfnXEventsQueued) { _XEventsQueued = pfnXEventsQueued; } + inline void loadXPeekEvent(decltype(XPeekEvent)* pfnXPeekEvent) { _XPeekEvent = pfnXPeekEvent; } + inline void loadXNextEvent(decltype(XNextEvent)* pfnXNextEvent) { _XNextEvent = pfnXNextEvent; } + inline void loadXPending(decltype(XPending)* pfnXPending) { _XPending = pfnXPending; } }; #endif//NO_OVERLAY From 9fa4053551cd9933a57353a1815deed995799988 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 11:37:13 +0200 Subject: [PATCH 110/152] Cleanup --- ImGui/impls/linux/imgui_impl_x11.cpp | 22 +++++++--------------- 1 file changed, 7 insertions(+), 15 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index be67763..2268309 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -109,7 +109,7 @@ void ImGui_ImplX11_Shutdown() g_Display = nullptr; } -static bool ImGui_ImplWin32_UpdateMouseCursor() +static bool ImGui_ImplX11_UpdateMouseCursor() { /* ImGuiIO& io = ImGui::GetIO(); @@ -143,7 +143,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() return true; } -static void ImGui_ImplWin32_UpdateMousePos(Window window) +static void ImGui_ImplX11_UpdateMousePos(Window window) { ImGuiIO& io = ImGui::GetIO(); @@ -166,14 +166,10 @@ static void ImGui_ImplWin32_UpdateMousePos(Window window) io.MousePos.y = y; } -/* TODO: support linux gamepad ? -#ifdef _MSC_VER -#pragma comment(lib, "xinput") -#endif - // Gamepad navigation mapping -static void ImGui_ImplWin32_UpdateGamepads() +static void ImGui_ImplX11_UpdateGamepads() { + /* TODO: support linux gamepad ? ImGuiIO& io = ImGui::GetIO(); memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) @@ -216,18 +212,14 @@ static void ImGui_ImplWin32_UpdateGamepads() #undef MAP_BUTTON #undef MAP_ANALOG } + */ } -*/ void ImGui_ImplX11_NewFrame(void* window) { 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()."); - // Setup display size (every frame to accommodate for window resizing) - Window rootWnd = DefaultRootWindow(g_Display); - - // Todo: use X11 to get this value unsigned int width, height; Window unused_window; int unused_int; @@ -257,7 +249,7 @@ void ImGui_ImplX11_NewFrame(void* window) // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. // Update OS mouse position - ImGui_ImplWin32_UpdateMousePos((Window)window); + ImGui_ImplX11_UpdateMousePos((Window)window); /* // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); @@ -269,7 +261,7 @@ void ImGui_ImplX11_NewFrame(void* window) */ // Update game controllers (if enabled and available) - //ImGui_ImplX11_UpdateGamepads(); + ImGui_ImplX11_UpdateGamepads(); } // Process X11 mouse/keyboard inputs. From 1016e7f47ff525c5bb4fe1c0ad50725ffd06c628 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 17:24:34 +0200 Subject: [PATCH 111/152] Fix lag on events Found on sanctum2, returning 0 in XPending & XEventsQueued make the SDL do something else than polling events and makes lag the event loop. Now the event loop returns 0 when there are no more events. --- ImGui/impls/linux/imgui_impl_x11.cpp | 19 ++-- ImGui/impls/linux/imgui_impl_x11.h | 4 +- overlay_experimental/linux/X11_Hook.cpp | 123 ++++++++++++------------ overlay_experimental/linux/X11_Hook.h | 1 + 4 files changed, 78 insertions(+), 69 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index 2268309..f5f3666 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -23,8 +23,9 @@ // X11 Data static Display* g_Display = nullptr; -static uint64_t g_Time = 0; -static uint64_t g_TicksPerSecond = 0; +static Window g_Window = 0; +static uint64_t g_Time = 0; +static uint64_t g_TicksPerSecond = 0; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; static bool g_HasGamepad = false; static bool g_WantUpdateHasGamepad = true; @@ -56,7 +57,7 @@ bool IsKeySys(int key) } // Functions -bool ImGui_ImplX11_Init(void *display) +bool ImGui_ImplX11_Init(void *display, void *window) { timespec ts, tsres; clock_getres(CLOCK_MONOTONIC_RAW, &tsres); @@ -72,6 +73,7 @@ bool ImGui_ImplX11_Init(void *display) // Setup back-end capabilities flags g_Display = reinterpret_cast(display); + g_Window = reinterpret_cast(window); ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) @@ -107,6 +109,7 @@ bool ImGui_ImplX11_Init(void *display) void ImGui_ImplX11_Shutdown() { g_Display = nullptr; + g_Window = 0; } static bool ImGui_ImplX11_UpdateMouseCursor() @@ -143,7 +146,7 @@ static bool ImGui_ImplX11_UpdateMouseCursor() return true; } -static void ImGui_ImplX11_UpdateMousePos(Window window) +static void ImGui_ImplX11_UpdateMousePos() { ImGuiIO& io = ImGui::GetIO(); @@ -160,7 +163,7 @@ static void ImGui_ImplX11_UpdateMousePos(Window window) int rx, ry, x, y; unsigned int mask; - XQueryPointer(g_Display, window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); + XQueryPointer(g_Display, g_Window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); io.MousePos.x = x; io.MousePos.y = y; @@ -215,7 +218,7 @@ static void ImGui_ImplX11_UpdateGamepads() */ } -void ImGui_ImplX11_NewFrame(void* window) +void ImGui_ImplX11_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()."); @@ -225,7 +228,7 @@ void ImGui_ImplX11_NewFrame(void* window) int unused_int; unsigned int unused_unsigned_int; - XGetGeometry(g_Display, (Window)window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); + XGetGeometry(g_Display, (Window)g_Window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); io.DisplaySize.x = width; io.DisplaySize.y = height; @@ -249,7 +252,7 @@ void ImGui_ImplX11_NewFrame(void* window) // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. // Update OS mouse position - ImGui_ImplX11_UpdateMousePos((Window)window); + ImGui_ImplX11_UpdateMousePos(); /* // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); diff --git a/ImGui/impls/linux/imgui_impl_x11.h b/ImGui/impls/linux/imgui_impl_x11.h index 2d05551..3022f05 100644 --- a/ImGui/impls/linux/imgui_impl_x11.h +++ b/ImGui/impls/linux/imgui_impl_x11.h @@ -9,9 +9,9 @@ #pragma once -IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display); +IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display, void* window); IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(void* window); +IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); // Handler for Win32 messages, update mouse/keyboard data. // You may or not need this for your implementation, but it can serve as reference for handling inputs. diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp index 65d755d..f3dee1e 100644 --- a/overlay_experimental/linux/X11_Hook.cpp +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -41,14 +41,14 @@ void X11_Hook::prepareForOverlay(Display *display, Window wnd) { if (!initialized) { - ImGui_ImplX11_Init(display); + ImGui_ImplX11_Init(display, (void*)wnd); game_wnd = wnd; initialized = true; } - ImGui_ImplX11_NewFrame((void*)wnd); + ImGui_ImplX11_NewFrame(); } ///////////////////////////////////////////////////////////////////////////////////// @@ -68,6 +68,65 @@ bool IgnoreEvent(XEvent &event) return false; } +int X11_Hook::check_for_overlay(Display *d, int num_events) +{ + static Time prev_time = {}; + + X11_Hook* inst = Inst(); + + if( inst->initialized ) + { + XEvent event; + while(num_events) + { + //inst->_XPeekEvent(d, &event); + XPeekEvent(d, &event); + + Steam_Overlay* overlay = get_steam_client()->steam_overlay; + bool show = overlay->ShowOverlay(); + // Is the event is a key press + if (event.type == KeyPress) + { + // Tab is pressed and was not pressed before + //if (event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask) + if (event.xkey.keycode == XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask) + { + // if key TAB is held, don't make the overlay flicker :p + if( event.xkey.time != prev_time) + { + overlay->ShowOverlay(!overlay->ShowOverlay()); + + if (overlay->ShowOverlay()) + show = true; + } + } + } + //else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab)) + else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(d, XK_Tab)) + { + prev_time = event.xkey.time; + } + + if (show) + { + ImGui_ImplX11_EventHandler(event); + + if (IgnoreEvent(event)) + { + //inst->_XNextEvent(d, &event); + XNextEvent(d, &event); + --num_events; + } + else + break; + } + else + break; + } + } + return num_events; +} + int X11_Hook::MyXEventsQueued(Display *display, int mode) { X11_Hook* inst = X11_Hook::Inst(); @@ -76,53 +135,9 @@ int X11_Hook::MyXEventsQueued(Display *display, int mode) if( res ) { - static Time prev_time = {}; - - XEvent event; - //inst->_XPeekEvent(display, &event); - XPeekEvent(display, &event); - - Steam_Overlay* overlay = get_steam_client()->steam_overlay; - bool show = overlay->ShowOverlay(); - // Is the event is a key press - if (event.type == KeyPress) - { - // Tab is pressed and was not pressed before - //if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) - if (event.xkey.keycode == XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) - { - // if key TAB is held, don't make the overlay flicker :p - if( event.xkey.time != prev_time) - { - overlay->ShowOverlay(!overlay->ShowOverlay()); - - if (overlay->ShowOverlay()) - show = true; - } - } - } - //else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) - else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(display, XK_Tab)) - { - prev_time = event.xkey.time; - } - - if (show) - { - ImGui_ImplX11_EventHandler(event); - - if (IgnoreEvent(event)) - { - //inst->_XNextEvent(display, &event); - XNextEvent(display, &event); - return 0; - } - } + res = inst->check_for_overlay(display, res); } - // XEventsQueued returns the num of events available. - // Usually, games tend to read all events queued before calling again XEventsQueued - // making us unavailable to intercept undesired events return res; } @@ -140,19 +155,9 @@ int X11_Hook::MyXPending(Display* display) { int res = Inst()->_XPending(display); - if( res && get_steam_client()->steam_overlay->ShowOverlay() ) + if( res ) { - XEvent event; - //Inst()->_XPeekEvent(display, &event); - XPeekEvent(display, &event); - if( IgnoreEvent(event) ) - { - ImGui_ImplX11_EventHandler(event); - - //Inst()->_XNextEvent(display, &event); - XNextEvent(display, &event); - res = 0; - } + res = Inst()->check_for_overlay(display, res); } return res; diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h index 13161aa..5282466 100644 --- a/overlay_experimental/linux/X11_Hook.h +++ b/overlay_experimental/linux/X11_Hook.h @@ -24,6 +24,7 @@ private: // Functions X11_Hook(); + int check_for_overlay(Display *d, int num_events); // Hook to X11 window messages From 6ebc94660791c6669b521c390b62ea7eb2708526 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 17:25:09 +0200 Subject: [PATCH 112/152] Fixed overlay now showing on some games In sanctum2, not writing in our own context makes the game crash. --- overlay_experimental/linux/OpenGLX_Hook.cpp | 49 ++++++++++++++++----- overlay_experimental/linux/OpenGLX_Hook.h | 2 + 2 files changed, 39 insertions(+), 12 deletions(-) diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index 86b884a..24c1146 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -60,6 +60,8 @@ void OpenGLX_Hook::resetRenderState() X11_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); + glXDestroyContext(display, context); + display = nullptr; initialized = false; } } @@ -70,7 +72,7 @@ void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) PRINT_DEBUG("Called SwapBuffer hook"); if( (Window)drawable != X11_Hook::Inst()->get_game_wnd() ) - resetRenderState(); + X11_Hook::Inst()->resetRenderState(); if( ! initialized ) { @@ -79,26 +81,48 @@ void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) io.IniFilename = NULL; ImGui_ImplOpenGL3_Init(); + + int attributes[] = { //can't be const b/c X11 doesn't like it. Not sure if that's intentional or just stupid. + GLX_RGBA, //apparently nothing comes after this? + GLX_RED_SIZE, 8, + GLX_GREEN_SIZE, 8, + GLX_BLUE_SIZE, 8, + GLX_ALPHA_SIZE, 8, + //Ideally, the size would be 32 (or at least 24), but I have actually seen + // this size (on a modern OS even). + GLX_DEPTH_SIZE, 16, + GLX_DOUBLEBUFFER, True, + None + }; + + XVisualInfo* visual_info = glXChooseVisual(display, DefaultScreen(display), attributes); + + context = glXCreateContext(display, visual_info, nullptr, True); + this->display = display; + initialized = true; } - if( initialized ) - { - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_NewFrame(); - X11_Hook::Inst()->prepareForOverlay(display, (Window)drawable); + auto oldContext = glXGetCurrentContext(); - ImGui::NewFrame(); + glXMakeCurrent(display, drawable, context); - get_steam_client()->steam_overlay->OverlayProc(io.DisplaySize.x, io.DisplaySize.y); + ImGui_ImplOpenGL3_NewFrame(); + X11_Hook::Inst()->prepareForOverlay(display, (Window)drawable); - ImGui::EndFrame(); + ImGui::NewFrame(); - ImGui::Render(); + get_steam_client()->steam_overlay->OverlayProc(io.DisplaySize.x, io.DisplaySize.y); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - } + ImGui::EndFrame(); + + ImGui::Render(); + + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + glXMakeCurrent(display, drawable, oldContext); } void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) @@ -123,6 +147,7 @@ OpenGLX_Hook::~OpenGLX_Hook() { ImGui_ImplOpenGL3_Shutdown(); ImGui::DestroyContext(); + glXDestroyContext(display, context); } //dlclose(_library); diff --git a/overlay_experimental/linux/OpenGLX_Hook.h b/overlay_experimental/linux/OpenGLX_Hook.h index b440961..dcef025 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.h +++ b/overlay_experimental/linux/OpenGLX_Hook.h @@ -19,6 +19,8 @@ private: // Variables bool hooked; bool initialized; + Display *display; + GLXContext context; // Functions OpenGLX_Hook(); From 344674b8893eca8963ae4d9c541cb10f66d9d55a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 19:21:42 +0200 Subject: [PATCH 113/152] revert of "Should fix the cursor until we draw our own cursor." --- overlay_experimental/steam_overlay.cpp | 17 ++--------------- 1 file changed, 2 insertions(+), 15 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 49cfe9b..69d90b6 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -125,7 +125,6 @@ void Steam_Overlay::ShowOverlay(bool state) #ifdef __WINDOWS__ static RECT old_clip; - static BOOL show_cursor = FALSE; if (state) { @@ -155,24 +154,12 @@ void Steam_Overlay::ShowOverlay(bool state) clipRect.bottom -= borderWidth; ClipCursor(&clipRect); - - CURSORINFO cinfo; - cinfo.cbSize = sizeof(cinfo); - GetCursorInfo(&cinfo); - show_cursor = cinfo.flags == CURSOR_SHOWING; - - POINT pos; - pos.x = cliRect.right/2; - pos.y = cliRect.bottom/2; - ClientToScreen(game_hwnd, &pos); - SetCursorPos(pos.x, pos.y); - while (ShowCursor(TRUE) < 0); + ImGui::GetIO().MouseDrawCursor = true; } else { ClipCursor(&old_clip); - if (!show_cursor) - while (ShowCursor(FALSE) >= 0); + ImGui::GetIO().MouseDrawCursor = false; } #else From 2db31928e9965eeb3e3e21592fbc3daa3e043be6 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 4 Sep 2019 19:31:31 +0200 Subject: [PATCH 114/152] Notifications --- overlay_experimental/steam_overlay.cpp | 93 +++++++++++++++++++------- overlay_experimental/steam_overlay.h | 23 ++++++- 2 files changed, 90 insertions(+), 26 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 69d90b6..ef9b4f1 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -170,6 +170,18 @@ void Steam_Overlay::ShowOverlay(bool state) overlay_state_changed = true; } +void Steam_Overlay::NotifyUser(friend_window_state& friend_state, std::string const& message) +{ + if (!(friend_state.window_state & window_state_show)) + { + friend_state.window_state |= window_state_need_attention; +#ifdef __WINDOWS__ + PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); +#endif + AddNotification(message); + } +} + void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) { if (!Ready()) @@ -184,12 +196,7 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) frd.window_state |= window_state_lobby_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_rich_invite; - - if (!(frd.window_state & window_state_show)) - { - frd.window_state |= window_state_need_attention; - // TODO: Push a notification - } + NotifyUser(i->second, i->first.name() + " invited you to join a game"); } } @@ -207,12 +214,7 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) frd.window_state |= window_state_rich_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_lobby_invite; - - if (!(frd.window_state & window_state_show)) - { - frd.window_state |= window_state_need_attention; - // TODO: Push a notification - } + NotifyUser(i->second, i->first.name() + " invited you to join a game"); } } @@ -232,6 +234,14 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) friends.erase(it); } +void Steam_Overlay::AddNotification(std::string const& message) +{ + Notification notif; + notif.message = message; + notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); + notifications.emplace_back(notif); +} + bool Steam_Overlay::FriendHasLobby(uint64 friend_id) { Steam_Friends* steamFriends = get_steam_client()->steam_friends; @@ -304,9 +314,6 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { -#ifdef __WINDOWS__ - PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); -#endif state.window_state &= ~window_state_need_attention; } @@ -378,15 +385,49 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::End(); } -void Steam_Overlay::BuildNotifications() +void Steam_Overlay::BuildNotifications(int width, int height) { - //ImGui::SetNextWindowPos(ImVec2{ (float)width - 300, (float)height - 80 }); - //ImGui::SetNextWindowSize(ImVec2{ 300.0, 80.0 }); - //ImGui::Begin("##notification", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse - // | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing - // | ImGuiWindowFlags_NoDecoration); - // - //ImGui::End(); + auto now = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); + int i = 0; + for (auto it = notifications.begin(); it != notifications.end(); ++it, ++i) + { + auto elapsed_notif = now - it->start_time; + + if ( elapsed_notif < Notification::fade_in) + { + float alpha = Notification::max_alpha * (elapsed_notif.count() / static_cast(Notification::fade_in.count())); + ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha)); + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); + } + else if ( elapsed_notif > Notification::fade_out_start) + { + float alpha = Notification::max_alpha * ((Notification::show_time - elapsed_notif).count() / static_cast(Notification::fade_out.count())); + ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha)); + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); + } + else + { + ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, Notification::max_alpha)); + 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 - Notification::width, (float)Notification::height * i )); + ImGui::SetNextWindowSize(ImVec2( Notification::width, Notification::height )); + ImGui::Begin(std::to_string(10000+i).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | + ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMouseInputs); + + ImGui::TextWrapped("%s", it->message.c_str()); + + ImGui::End(); + + ImGui::PopStyleColor(3); + } + notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification &item) { + return (now - item.start_time) > Notification::show_time; + }), notifications.end()); } // Try to make this function as short as possible or it might affect game's fps. @@ -397,6 +438,8 @@ void Steam_Overlay::OverlayProc( int width, int height ) if (!Ready()) return; + BuildNotifications(width, height); + if (show_overlay) { int friend_size = friends.size(); @@ -445,8 +488,6 @@ void Steam_Overlay::OverlayProc( int width, int height ) } ImGui::End(); }// if(show_overlay) - - BuildNotifications(); } void Steam_Overlay::Callback(Common_Message *msg) @@ -465,6 +506,8 @@ void Steam_Overlay::Callback(Common_Message *msg) { friend_info->second.window_state |= window_state_need_attention; } + + AddNotification(friend_info->first.name() + " says: " + steam_message.message()); } } } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 45fd514..fe4aa75 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -39,6 +39,22 @@ struct Friend_Less } }; +struct Notification +{ + static constexpr float width = 200.0; + static constexpr float height = 60.0; + static constexpr std::chrono::milliseconds fade_in = std::chrono::milliseconds(2000); + static constexpr std::chrono::milliseconds fade_out = std::chrono::milliseconds(2000); + static constexpr std::chrono::milliseconds show_time = std::chrono::milliseconds(6000) + fade_in + fade_out; + static constexpr std::chrono::milliseconds fade_out_start = show_time - fade_out; + static constexpr float r = 0.16; + static constexpr float g = 0.29; + static constexpr float b = 0.48; + static constexpr float max_alpha = 0.5f; + std::chrono::seconds start_time; + std::string message; +}; + #ifndef NO_OVERLAY class Steam_Overlay @@ -60,6 +76,7 @@ class Steam_Overlay // Callback infos std::queue has_friend_action; + std::vector notifications; bool overlay_state_changed; Steam_Overlay(Steam_Overlay const&) = delete; @@ -76,12 +93,14 @@ class Steam_Overlay bool FriendHasLobby(uint64 friend_id); bool IHaveLobby(); + void NotifyUser(friend_window_state& friend_state, std::string const& message); + // Right click on friend void BuildContextMenu(Friend const& frd, friend_window_state &state); // Double click on friend void BuildFriendWindow(Friend const& frd, friend_window_state &state); // Notifications like achievements, chat and invitations - void BuildNotifications(); + void BuildNotifications(int width, int height); public: Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); @@ -111,6 +130,8 @@ public: void FriendConnect(Friend _friend); void FriendDisconnect(Friend _friend); + + void AddNotification(std::string const& message); }; #else From e82579b82c6e14353389137446e77c872966097a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 4 Sep 2019 17:40:22 +0000 Subject: [PATCH 115/152] Update steam_overlay.h --- overlay_experimental/steam_overlay.h | 2 ++ 1 file changed, 2 insertions(+) diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index fe4aa75..f325531 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -165,6 +165,8 @@ public: void FriendConnect(Friend _friend) {} void FriendDisconnect(Friend _friend) {} + + void AddNotification(std::string const& message) {} }; #endif From 6c0963560083e8fdf946d4b7ff6a5d4e0ab8e752 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 5 Sep 2019 09:00:02 +0200 Subject: [PATCH 116/152] Added the possibility to create new fonts. Fonts cannot be created after a NewFrame call. --- overlay_experimental/linux/OpenGLX_Hook.cpp | 8 ++- overlay_experimental/steam_overlay.cpp | 57 ++++++++++++++------ overlay_experimental/steam_overlay.h | 15 +++--- overlay_experimental/windows/DX10_Hook.cpp | 6 +-- overlay_experimental/windows/DX11_Hook.cpp | 6 +-- overlay_experimental/windows/DX12_Hook.cpp | 6 +-- overlay_experimental/windows/DX9_Hook.cpp | 13 ++--- overlay_experimental/windows/OpenGL_Hook.cpp | 9 ++-- 8 files changed, 70 insertions(+), 50 deletions(-) diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index 24c1146..5968fc5 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -100,11 +100,11 @@ void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) context = glXCreateContext(display, visual_info, nullptr, True); this->display = display; + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } - ImGuiIO& io = ImGui::GetIO(); - auto oldContext = glXGetCurrentContext(); glXMakeCurrent(display, drawable, context); @@ -114,9 +114,7 @@ void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(io.DisplaySize.x, io.DisplaySize.y); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ImGui::Render(); diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ef9b4f1..ded3c2e 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -86,7 +86,7 @@ void Steam_Overlay::SetupOverlay() void Steam_Overlay::HookReady() { - if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. + if (!is_ready) { // TODO: Uncomment this and draw our own cursor (cosmetics) //ImGuiIO &io = ImGui::GetIO(); @@ -98,10 +98,6 @@ void Steam_Overlay::HookReady() } } -// https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/ -// https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook -// https://github.com/unknownv2/LinuxDetours - void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) { ShowOverlay(true); @@ -172,7 +168,7 @@ void Steam_Overlay::ShowOverlay(bool state) void Steam_Overlay::NotifyUser(friend_window_state& friend_state, std::string const& message) { - if (!(friend_state.window_state & window_state_show)) + if (!(friend_state.window_state & window_state_show) || !show_overlay) { friend_state.window_state |= window_state_need_attention; #ifdef __WINDOWS__ @@ -385,10 +381,16 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::End(); } +ImFont *font_default; +ImFont *font_notif; + void Steam_Overlay::BuildNotifications(int width, int height) { auto now = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); int i = 0; + + int font_size = ImGui::GetFontSize(); + for (auto it = notifications.begin(); it != notifications.end(); ++it, ++i) { auto elapsed_notif = now - it->start_time; @@ -414,8 +416,8 @@ void Steam_Overlay::BuildNotifications(int width, int height) ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, Notification::max_alpha*2)); } - ImGui::SetNextWindowPos(ImVec2((float)width - Notification::width, (float)Notification::height * i )); - ImGui::SetNextWindowSize(ImVec2( Notification::width, Notification::height )); + 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(10000+i).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMouseInputs); @@ -430,15 +432,38 @@ void Steam_Overlay::BuildNotifications(int width, int height) }), notifications.end()); } +void Steam_Overlay::CreateFonts() +{ + ImGuiIO& io = ImGui::GetIO(); + ImFontConfig fontcfg; + + fontcfg.OversampleH = fontcfg.OversampleV = 1; + fontcfg.PixelSnapH = true; + fontcfg.GlyphRanges = io.Fonts->GetGlyphRangesDefault(); + + fontcfg.SizePixels = std::round(io.DisplaySize.y / 68); + font_default = io.Fonts->AddFontDefault(&fontcfg); + + fontcfg.SizePixels = std::round(io.DisplaySize.y / 60); + font_notif = io.Fonts->AddFontDefault(&fontcfg); + + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowRounding = 0.0; // Disable round window +} + // Try to make this function as short as possible or it might affect game's fps. -void Steam_Overlay::OverlayProc( int width, int height ) +void Steam_Overlay::OverlayProc() { std::lock_guard lock(global_mutex); if (!Ready()) return; - BuildNotifications(width, height); + ImGuiIO& io = ImGui::GetIO(); + + ImGui::PushFont(font_notif); + BuildNotifications(io.DisplaySize.x, io.DisplaySize.y); + ImGui::PopFont(); if (show_overlay) { @@ -446,12 +471,12 @@ void Steam_Overlay::OverlayProc( int width, int height ) // Set the overlay windows to the size of the game window ImGui::SetNextWindowPos({ 0,0 }); - ImGui::SetNextWindowSize({ static_cast(width), - static_cast(height) }); + ImGui::SetNextWindowSize({ static_cast(io.DisplaySize.x), + static_cast(io.DisplaySize.y) }); ImGui::SetNextWindowBgAlpha(0.50); - ImGuiStyle& style = ImGui::GetStyle(); - style.WindowRounding = 0.0; // Disable round window + + ImGui::PushFont(font_default); if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { @@ -487,6 +512,8 @@ void Steam_Overlay::OverlayProc( int width, int height ) } } ImGui::End(); + + ImGui::PopFont(); }// if(show_overlay) } @@ -507,7 +534,7 @@ void Steam_Overlay::Callback(Common_Message *msg) friend_info->second.window_state |= window_state_need_attention; } - AddNotification(friend_info->first.name() + " says: " + steam_message.message()); + NotifyUser(friend_info->second, friend_info->first.name() + " says: " + steam_message.message()); } } } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index f325531..c0f0458 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -41,8 +41,8 @@ struct Friend_Less struct Notification { - static constexpr float width = 200.0; - static constexpr float height = 60.0; + static constexpr float width = 0.25; + static constexpr float height = 4.0; static constexpr std::chrono::milliseconds fade_in = std::chrono::milliseconds(2000); static constexpr std::chrono::milliseconds fade_out = std::chrono::milliseconds(2000); static constexpr std::chrono::milliseconds show_time = std::chrono::milliseconds(6000) + fade_in + fade_out; @@ -117,7 +117,8 @@ public: void HookReady(); - void OverlayProc(int width, int height); + void CreateFonts(); + void OverlayProc(); void OpenOverlayInvite(CSteamID lobbyId); void OpenOverlay(const char* pchDialog); @@ -139,7 +140,7 @@ public: class Steam_Overlay { public: - Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) {} + Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) {} ~Steam_Overlay() {} bool Ready() const { return false; } @@ -151,13 +152,15 @@ public: void SetNotificationInset(int nHorizontalInset, int nVerticalInset) {} void SetupOverlay() {} - void HookReady(void* hWnd) {} + void HookReady() {} - void OverlayProc(int width, int height) {} + void CreateFonts() {} + void OverlayProc() {} void OpenOverlayInvite(CSteamID lobbyId) {} void OpenOverlay(const char* pchDialog) {} + bool ShowOverlay() const {} void ShowOverlay(bool state) {} void SetLobbyInvite(Friend friendId, uint64 lobbyId) {} diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index c01864f..e44d55e 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -75,6 +75,8 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->Release(); + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } @@ -83,9 +85,7 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ImGui::Render(); diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index 21ad917..1e96cb0 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -87,6 +87,8 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->Release(); + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } @@ -95,9 +97,7 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ImGui::Render(); diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index a3d52f6..bf83be4 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -87,6 +87,8 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->Release(); + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } } @@ -130,9 +132,7 @@ void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_thi ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(me->sc_desc.BufferDesc.Width, me->sc_desc.BufferDesc.Height); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap); ImGui::Render(); diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index ef184d3..da545b4 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -55,12 +55,6 @@ void DX9_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) { - IDirect3DSwapChain9* pSwapChain; - pDevice->GetSwapChain(0, &pSwapChain); - D3DPRESENT_PARAMETERS PresentParameters; - pSwapChain->GetPresentParameters(&PresentParameters); - pSwapChain->Release(); - D3DDEVICE_CREATION_PARAMETERS param; pDevice->GetCreationParameters(¶m); @@ -75,6 +69,9 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) io.IniFilename = NULL; ImGui_ImplDX9_Init(pDevice); + + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } @@ -83,9 +80,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ImGui::Render(); diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 1e1026d..9cdd7f4 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -67,9 +67,6 @@ void OpenGL_Hook::resetRenderState() void OpenGL_Hook::prepareForOverlay(HDC hDC) { HWND hWnd = WindowFromDC(hDC); - RECT rect; - - GetClientRect(hWnd, &rect); if (hWnd != Windows_Hook::Inst()->GetGameHwnd()) resetRenderState(); @@ -82,6 +79,8 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ImGui_ImplOpenGL3_Init(); + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } ImGui_ImplOpenGL3_NewFrame(); @@ -89,9 +88,7 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(rect.right, rect.bottom); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ImGui::Render(); From 8abb0c8bc286b073f56c4d39628d824ee699d3eb Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 00:25:44 +0200 Subject: [PATCH 117/152] Add close button for overlay --- overlay_experimental/steam_overlay.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ded3c2e..6d4fcd8 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -478,7 +478,9 @@ void Steam_Overlay::OverlayProc() ImGui::PushFont(font_default); - if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) + bool show; + + if (ImGui::Begin("SteamOverlay", &show, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { ImGui::LabelText("##label", "Username: %s(%llu) playing %u", settings->get_local_name(), @@ -514,6 +516,9 @@ void Steam_Overlay::OverlayProc() ImGui::End(); ImGui::PopFont(); + + if (!show) + ShowOverlay(false); }// if(show_overlay) } From 894300b6f4a9e32be113adbe7063861abedec3f7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 00:32:36 +0200 Subject: [PATCH 118/152] Process raw mouse events Some games doesn't use the window proc to get the mouse events (ETS2), but it checks for raw mouse inputs. --- overlay_experimental/windows/Windows_Hook.cpp | 43 ++++++++++++++++--- 1 file changed, 36 insertions(+), 7 deletions(-) diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 2d98f28..40dea26 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -95,6 +95,25 @@ bool IgnoreMsg(UINT uMsg) return false; } +void RawMouseEvent(RAWINPUT& raw) +{ + if (raw.header.dwType == RIM_TYPEMOUSE) + { + if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONDOWN, 0, 0); + else if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONUP, 0, 0); + else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONDOWN, 0, 0); + else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONUP, 0, 0); + else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONDOWN, 0, 0); + else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONUP, 0, 0); + } +} + LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Steam_Overlay* overlay = get_steam_client()->steam_overlay; @@ -108,9 +127,8 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, // If Left Shift is pressed if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) { - overlay->ShowOverlay(!overlay->ShowOverlay()); - if (overlay->ShowOverlay()) - show = true; + show = !overlay->ShowOverlay(); + overlay->ShowOverlay(show); } } } @@ -128,18 +146,29 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) { - if (!get_steam_client()->steam_overlay->ShowOverlay()) + if (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay()) return Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader); - return -1; + int num = Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader); + for (int i = 0; i < num; ++i) + RawMouseEvent(pData[i]); + + return 0; } UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) { - if (!get_steam_client()->steam_overlay->ShowOverlay()) + if (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay()) return Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); - return -1; + Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + + RawMouseEvent(*reinterpret_cast(pData)); + + //memset(pData, 0, *pcbSize); + *pcbSize = 0; + + return 0; } ///////////////////////////////////////////////////////////////////////////////////// From 4d99b6affdf11df7f352b54aec170384c7a7b344 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 00:51:03 +0200 Subject: [PATCH 119/152] Fix race condition Fix race condition when renderer was found and we were hooking a library func --- overlay_experimental/Renderer_Detector.cpp | 27 ++++++++++++------- overlay_experimental/Renderer_Detector.h | 2 ++ overlay_experimental/windows/Windows_Hook.cpp | 1 - 3 files changed, 19 insertions(+), 11 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 18b8446..72fcdec 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -522,18 +522,24 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) std::vector::const_iterator it = libraries.begin(); while (it != libraries.end()) { - it = std::find_if(it, libraries.end(), [](std::string const& name) { - auto x = GetModuleHandle(name.c_str()); - if (x != NULL) - return true; - return false; - }); + { + std::lock_guard lock(_this->_found_mutex); + if (_this->_renderer_found) + break; - if (it == libraries.end()) - break; + it = std::find_if(it, libraries.end(), [](std::string const& name) { + auto x = GetModuleHandle(name.c_str()); + if (x != NULL) + return true; + return false; + }); - _this->create_hook(it->c_str()); - ++it; + if (it == libraries.end()) + break; + + _this->create_hook(it->c_str()); + ++it; + } } std::this_thread::sleep_for(std::chrono::milliseconds(500)); @@ -824,6 +830,7 @@ extern "C" void* dlsym(void* handle, const char* name) void Renderer_Detector::renderer_found(Base_Hook* hook) { + std::lock_guard lock(_found_mutex); Hook_Manager& hm = Hook_Manager::Inst(); _renderer_found = true; diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index e0e5939..544e441 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -16,6 +16,7 @@ class Renderer_Detector private: // Variables std::thread* _hook_thread; + std::mutex _found_mutex; unsigned int _hook_retries; bool _renderer_found; // Is the renderer hooked ? bool _dx9_hooked; @@ -70,6 +71,7 @@ class Renderer_Detector { // Variables std::thread* _hook_thread; + std::mutex _found_mutex; unsigned int _hook_retries; bool _oglx_hooked; bool _renderer_found; // Is the renderer hooked ? diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 40dea26..0adbedc 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -165,7 +165,6 @@ UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, RawMouseEvent(*reinterpret_cast(pData)); - //memset(pData, 0, *pcbSize); *pcbSize = 0; return 0; From d46724823616d45533d75b9e1851fdea8b73de1b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 06:45:27 +0200 Subject: [PATCH 120/152] Forgot to initialize overlay's close button --- overlay_experimental/steam_overlay.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 6d4fcd8..f6cf843 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -478,7 +478,7 @@ void Steam_Overlay::OverlayProc() ImGui::PushFont(font_default); - bool show; + bool show = true; if (ImGui::Begin("SteamOverlay", &show, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { From bce574dc438feae6a8ac23d3fcb571945639d4c0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 13:10:48 +0200 Subject: [PATCH 121/152] Changed windows id and fixed chat layout --- overlay_experimental/steam_overlay.cpp | 101 +++++++++++++++++++++---- overlay_experimental/steam_overlay.h | 3 + 2 files changed, 91 insertions(+), 13 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index f6cf843..116329a 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -12,6 +12,53 @@ #include "Renderer_Detector.h" +static constexpr int max_window_id = 10000; +static constexpr int base_notif_window_id = 0 * max_window_id; +static constexpr int base_friend_window_id = 1 * max_window_id; +static constexpr int base_friend_item_id = 2 * max_window_id; + +int find_free_id(std::vector & ids, int base) +{ + std::sort(ids.begin(), ids.end()); + + int id = base; + for (auto i : ids) + { + if (id < i) + break; + id = i + 1; + } + + return id > (base+max_window_id) ? 0 : id; +} + +int find_free_friend_id(std::map const& friend_windows) +{ + std::vector ids; + ids.reserve(friend_windows.size()); + + std::for_each(friend_windows.begin(), friend_windows.end(), [&ids](std::pair const& i) + { + ids.emplace_back(i.second.id); + }); + + return find_free_id(ids, base_friend_window_id); +} + +int find_free_notification_id(std::vector const& notifications) +{ + std::vector ids; + ids.reserve(notifications.size()); + + std::for_each(notifications.begin(), notifications.end(), [&ids](Notification const& i) + { + ids.emplace_back(i.id); + }); + + + return find_free_id(ids, base_friend_window_id); +} + #ifdef __WINDOWS__ #include "windows/Windows_Hook.h" #endif @@ -217,9 +264,16 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) void Steam_Overlay::FriendConnect(Friend _friend) { std::lock_guard lock(global_mutex); - auto& item = friends[_friend]; - item.window_state = window_state_none; - memset(item.chat_input, 0, max_chat_len); + int id = find_free_friend_id(friends); + if (id != 0) + { + auto& item = friends[_friend]; + item.window_state = window_state_none; + item.id = id; + memset(item.chat_input, 0, max_chat_len); + } + else + PRINT_DEBUG("No more free id to create a friend window\n"); } void Steam_Overlay::FriendDisconnect(Friend _friend) @@ -232,10 +286,17 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) void Steam_Overlay::AddNotification(std::string const& message) { - Notification notif; - notif.message = message; - notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); - notifications.emplace_back(notif); + int id = find_free_notification_id(notifications); + if (id != 0) + { + Notification notif; + notif.id = id; + notif.message = message; + notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); + notifications.emplace_back(notif); + } + else + PRINT_DEBUG("No more free id to create a notification window\n"); } bool Steam_Overlay::FriendHasLobby(uint64 friend_id) @@ -267,7 +328,7 @@ bool Steam_Overlay::IHaveLobby() void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& state) { - if (ImGui::BeginPopupContextItem("Friends", 1)) + if (ImGui::BeginPopupContextItem("Friends_ContextMenu", 1)) { bool close_popup = false; @@ -306,7 +367,17 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st bool show = true; bool send_chat_msg = false; - if (ImGui::Begin(frd.name().c_str(), &show)) + float width = ImGui::CalcTextSize("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA").x; + + if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) + { + state.window_state &= ~window_state_need_attention; + } + ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetItemsLineHeightWithSpacing()*4 }, + ImVec2{ std::numeric_limits::max() , std::numeric_limits::max() }); + + // Window id is after the ###, the window title is the friend name + if (ImGui::Begin((frd.name()+"###"+std::to_string(state.id)).c_str(), &show)) { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { @@ -329,9 +400,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st } } - ImGui::PushItemWidth(-1.0f); // Make the chat history widget fill the window ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); - ImGui::PopItemWidth(); // TODO: Fix the layout of the chat line + send button. // It should be like this: chat input should fill the window size minus send button size (button size is fixed) @@ -353,10 +422,16 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st // | \--------------------------/ | // | [__chat line__] [send] | // |------------------------------| + float wnd_width = ImGui::GetWindowContentRegionWidth(); + ImGuiStyle &style = ImGui::GetStyle(); + wnd_width -= ImGui::CalcTextSize("Send").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)) { send_chat_msg = true; } + ImGui::PopItemWidth(); ImGui::SameLine(); @@ -418,7 +493,7 @@ void Steam_Overlay::BuildNotifications(int width, int height) 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(10000+i).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | + ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMouseInputs); ImGui::TextWrapped("%s", it->message.c_str()); @@ -498,7 +573,7 @@ void Steam_Overlay::OverlayProc() ImGui::ListBoxHeader("##label", friend_size); std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { - ImGui::PushID(i.first.id()); + ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); BuildContextMenu(i.first, i.second); diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index c0f0458..c49ebd3 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -21,6 +21,7 @@ enum window_state struct friend_window_state { + int id; uint8 window_state; union // The invitation (if any) { @@ -51,6 +52,8 @@ struct Notification static constexpr float g = 0.29; static constexpr float b = 0.48; static constexpr float max_alpha = 0.5f; + + int id; std::chrono::seconds start_time; std::string message; }; From c006555b0129cc4429c21ec2ab60fd1cfa7daa52 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 14 Oct 2019 16:35:36 +0200 Subject: [PATCH 122/152] Add infos on friend game Add friend appid and check if the game is compatible. --- overlay_experimental/steam_overlay.cpp | 31 +++++++++++++++----------- overlay_experimental/steam_overlay.h | 1 + 2 files changed, 19 insertions(+), 13 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 116329a..d6f3e90 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -268,6 +268,7 @@ void Steam_Overlay::FriendConnect(Friend _friend) if (id != 0) { auto& item = friends[_friend]; + item.window_title = std::move(_friend.name() + " playing " + std::to_string(_friend.appid())); item.window_state = window_state_none; item.id = id; memset(item.chat_input, 0, max_chat_len); @@ -337,19 +338,22 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta state.window_state |= window_state_show; close_popup = true; } - if (IHaveLobby() && ImGui::Button("Invite")) + // If we have the same appid, activate the invite/join buttons + if (settings->get_local_game_id().AppID() == frd.appid()) { - state.window_state |= window_state_invite; - has_friend_action.push(frd); - close_popup = true; + if (IHaveLobby() && ImGui::Button("Invite")) + { + state.window_state |= window_state_invite; + has_friend_action.push(frd); + close_popup = true; + } + if (FriendHasLobby(frd.id()) && ImGui::Button("Join")) + { + state.window_state |= window_state_join; + has_friend_action.push(frd); + close_popup = true; + } } - if (FriendHasLobby(frd.id()) && ImGui::Button("Join")) - { - state.window_state |= window_state_join; - has_friend_action.push(frd); - close_popup = true; - } - if( close_popup) { ImGui::CloseCurrentPopup(); @@ -377,7 +381,8 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImVec2{ std::numeric_limits::max() , std::numeric_limits::max() }); // Window id is after the ###, the window title is the friend name - if (ImGui::Begin((frd.name()+"###"+std::to_string(state.id)).c_str(), &show)) + std::string friend_window_id = std::move("###" + std::to_string(state.id)); + if (ImGui::Begin((state.window_title + friend_window_id).c_str(), &show)) { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { @@ -575,7 +580,7 @@ void Steam_Overlay::OverlayProc() { ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); - ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); BuildContextMenu(i.first, i.second); if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) { diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index c49ebd3..d73b120 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -23,6 +23,7 @@ struct friend_window_state { int id; uint8 window_state; + std::string window_title; union // The invitation (if any) { uint64 lobbyId; From c667dbd3af19132b944aa5c3890b3bcca74da611 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 08:41:07 +0200 Subject: [PATCH 123/152] Rework DX12 overlay to use Present to render the overlay --- overlay_experimental/windows/DX12_Hook.cpp | 171 +++++++++++++++------ overlay_experimental/windows/DX12_Hook.h | 11 +- 2 files changed, 127 insertions(+), 55 deletions(-) diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index bf83be4..fb95008 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -30,8 +30,7 @@ bool DX12_Hook::start_hook() std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers), - std::make_pair(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists), - std::make_pair(&(PVOID&)DX12_Hook::Close, &DX12_Hook::MyClose) + std::make_pair(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists) ); EndHook(); @@ -45,6 +44,11 @@ void DX12_Hook::resetRenderState() if (initialized) { pSrvDescHeap->Release(); + for (UINT i = 0; i < bufferCount; ++i) + pCmdAlloc[i]->Release(); + pRtvDescHeap->Release(); + delete[]pMainRenderTargets; + delete[]pCmdAlloc; ImGui_ImplDX12_Shutdown(); Windows_Hook::Inst()->resetRenderState(); @@ -57,14 +61,28 @@ void DX12_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { - pSwapChain->GetDesc(&sc_desc); + if (pCmdQueue == nullptr) + return; + + ID3D12CommandQueue* pCmdQueue = this->pCmdQueue; + + IDXGISwapChain3* pSwapChain3 = nullptr; + DXGI_SWAP_CHAIN_DESC sc_desc; + pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3)); + if (pSwapChain3 == nullptr) + return; + + pSwapChain3->GetDesc(&sc_desc); if (!initialized) { + UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); ID3D12Device* pDevice; - if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) + if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) return; + bufferCount = sc_desc.BufferCount; + { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; @@ -73,24 +91,108 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK) { pDevice->Release(); + pSwapChain3->Release(); return; } } + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = bufferCount; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pRtvDescHeap)) != S_OK) + { + pDevice->Release(); + pSwapChain3->Release(); + pSrvDescHeap->Release(); + return; + } + + SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + pMainRenderTargets = new D3D12_CPU_DESCRIPTOR_HANDLE[bufferCount]; + pCmdAlloc = new ID3D12CommandAllocator * [bufferCount]; + for (int i = 0; i < bufferCount; ++i) + { + pMainRenderTargets[i] = rtvHandle; + rtvHandle.ptr += rtvDescriptorSize; + } + } + + for (UINT i = 0; i < sc_desc.BufferCount; ++i) + { + if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc[i])) != S_OK) + { + pDevice->Release(); + pSwapChain3->Release(); + pSrvDescHeap->Release(); + for (UINT j = 0; j < i; ++j) + { + pCmdAlloc[j]->Release(); + } + pRtvDescHeap->Release(); + delete[]pMainRenderTargets; + delete[]pCmdAlloc; + return; + } + } + + if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc[0], NULL, IID_PPV_ARGS(&pCmdList)) != S_OK || + pCmdList->Close() != S_OK) + { + pDevice->Release(); + pSwapChain3->Release(); + pSrvDescHeap->Release(); + for (UINT i = 0; i < bufferCount; ++i) + pCmdAlloc[i]->Release(); + pRtvDescHeap->Release(); + delete[]pMainRenderTargets; + delete[]pCmdAlloc; + return; + } + + for (UINT i = 0; i < bufferCount; i++) + { + ID3D12Resource* pBackBuffer = NULL; + pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); + pDevice->CreateRenderTargetView(pBackBuffer, NULL, pMainRenderTargets[i]); + } ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, + ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); - - pDevice->Release(); - + get_steam_client()->steam_overlay->CreateFonts(); initialized = true; + + pDevice->Release(); } + + ImGui_ImplDX12_NewFrame(); + Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow); + + ImGui::NewFrame(); + + get_steam_client()->steam_overlay->OverlayProc(); + + UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); + + pCmdList->Reset(pCmdAlloc[bufferIndex], NULL); + pCmdList->OMSetRenderTargets(1, &pMainRenderTargets[bufferIndex], FALSE, NULL); + pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap); + + ImGui::Render(); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); + pCmdList->Close(); + pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList); + + pSwapChain3->Release(); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) @@ -115,52 +217,24 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists) { DX12_Hook* me = DX12_Hook::Inst(); - // ----------------------------------------------------- // - // \/\/\/ TODO: Find a cleaner way to do all this \/\/\/ // - // I'd like to put it in IDXGISwapChain::Present // - // ----------------------------------------------------- // - if (me->initialized) - { - static std::recursive_mutex render_mutex; // Sniper Elite 4 where I test this uses multiple thread on this. ImGui is not reentrant - std::lock_guard lock(render_mutex); - for (int i = 0; i < NumCommandLists; ++i) - { - if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) - { - ImGui_ImplDX12_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(me->sc_desc.OutputWindow); - - ImGui::NewFrame(); - - get_steam_client()->steam_overlay->OverlayProc(); - - ((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap); - ImGui::Render(); - ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]); - (((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)(); - } - } - } + me->pCmdQueue = _this; (_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists); } -HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this) -{ - if (DX12_Hook::Inst()->initialized && _this->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) - return S_OK; - else - return (_this->*DX12_Hook::Inst()->Close)(); -} - DX12_Hook::DX12_Hook(): initialized(false), - hooked(false), + pCmdQueue(nullptr), + bufferCount(0), + pMainRenderTargets(nullptr), + pCmdAlloc(nullptr), pSrvDescHeap(nullptr), + pCmdList(nullptr), + pRtvDescHeap(nullptr), + hooked(false), Present(nullptr), ResizeBuffers(nullptr), ResizeTarget(nullptr), - ExecuteCommandLists(nullptr), - Close(nullptr) + ExecuteCommandLists(nullptr) { _library = LoadLibrary(DLL_NAME); @@ -197,7 +271,7 @@ const char* DX12_Hook::get_lib_name() const return DLL_NAME; } -void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain *pSwapChain) +void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain) { void** vTable; @@ -206,11 +280,6 @@ void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsC LOAD_FUNC(ExecuteCommandLists); #undef LOAD_FUNC - vTable = *reinterpret_cast(pCommandList); -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X] - LOAD_FUNC(Close); -#undef LOAD_FUNC - vTable = *reinterpret_cast(pSwapChain); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] LOAD_FUNC(Present); diff --git a/overlay_experimental/windows/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h index d8e82f2..a3595cc 100644 --- a/overlay_experimental/windows/DX12_Hook.h +++ b/overlay_experimental/windows/DX12_Hook.h @@ -20,8 +20,13 @@ private: bool hooked; bool initialized; - DXGI_SWAP_CHAIN_DESC sc_desc; + ID3D12CommandQueue* pCmdQueue; + UINT bufferCount; + D3D12_CPU_DESCRIPTOR_HANDLE* pMainRenderTargets; + ID3D12CommandAllocator** pCmdAlloc; ID3D12DescriptorHeap* pSrvDescHeap; + ID3D12GraphicsCommandList* pCmdList; + ID3D12DescriptorHeap* pRtvDescHeap; // Functions DX12_Hook(); @@ -34,13 +39,11 @@ private: static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists); - static HRESULT STDMETHODCALLTYPE MyClose(ID3D12GraphicsCommandList* _this); decltype(&IDXGISwapChain::Present) Present; decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists; - decltype(&ID3D12GraphicsCommandList::Close) Close; public: virtual ~DX12_Hook(); @@ -49,7 +52,7 @@ public: static DX12_Hook* Inst(); virtual const char* get_lib_name() const; - void loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain* pSwapChain); + void loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain* pSwapChain); }; #endif//NO_OVERLAY From 982ec5600770ef9c4c65fde83a63875eba534fa3 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 15:46:57 +0100 Subject: [PATCH 124/152] Enable DX12 overlay --- overlay_experimental/Renderer_Detector.cpp | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 72fcdec..0b686be 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -87,7 +87,10 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapC if (!inst.stop_retry()) { IUnknown* pDevice = nullptr; - _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + if (inst._dx12_hooked) + { + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + } if (pDevice) { DX10_Hook::Inst()->start_hook(); @@ -436,13 +439,13 @@ void Renderer_Detector::hook_dx12() }//if (pDevice != nullptr) }//if (D3D12CreateDevice != nullptr) }//if (library != nullptr) - if (pCommandQueue != nullptr && pCommandList != nullptr && pSwapChain != nullptr) + if (pCommandQueue != nullptr && pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); _dx12_hooked = true; auto h = DX12_Hook::Inst(); - h->loadFunctions(pCommandQueue, pCommandList, pSwapChain); + h->loadFunctions(pCommandQueue, pSwapChain); Hook_Manager::Inst().AddHook(h); HookDXGIPresent(pSwapChain); } From ce79df1c264dad36106d013dfc4cdda3ae0bcd37 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 15:52:38 +0100 Subject: [PATCH 125/152] Added customizable notification Notification can have a type depending on what to show. --- dll/steam_user_stats.cpp | 827 ++++++++++++++++++++++++ dll/steam_user_stats.h | 850 +++++++------------------ overlay_experimental/steam_overlay.cpp | 74 ++- overlay_experimental/steam_overlay.h | 17 +- 4 files changed, 1138 insertions(+), 630 deletions(-) create mode 100644 dll/steam_user_stats.cpp diff --git a/dll/steam_user_stats.cpp b/dll/steam_user_stats.cpp new file mode 100644 index 0000000..95138d6 --- /dev/null +++ b/dll/steam_user_stats.cpp @@ -0,0 +1,827 @@ +/* Copyright (C) 2019 Mr Goldberg + This file is part of the Goldberg Emulator + + The Goldberg Emulator is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 3 of the License, or (at your option) any later version. + + The Goldberg Emulator is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with the Goldberg Emulator; if not, see + . */ + +#include "steam_user_stats.h" +#include "dll.h" + +unsigned int Steam_User_Stats::find_leaderboard(std::string name) +{ + unsigned index = 1; + for (auto& leaderboard : leaderboards) { + if (leaderboard.name == name) return index; + ++index; + } + + return 0; +} + +void Steam_User_Stats::load_achievements_db() +{ + std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; + local_storage->load_json(file_path, defined_achievements); +} + +void Steam_User_Stats::load_achievements() +{ + local_storage->load_json_file("", achievements_user_file, user_achievements); +} + +void Steam_User_Stats::save_achievements() +{ + local_storage->write_json_file("", achievements_user_file, user_achievements); +} + +Steam_User_Stats::Steam_User_Stats(Settings* settings, Local_Storage* local_storage, class SteamCallResults* callback_results, class SteamCallBacks* callbacks) : + settings(settings), + local_storage(local_storage), + callback_results(callback_results), + callbacks(callbacks), + defined_achievements(nlohmann::json::object()), + user_achievements(nlohmann::json::object()) +{ + load_achievements_db(); // achievements db + load_achievements(); // achievements per user +} + +nlohmann::json const& Steam_User_Stats::GetAchievementsDb() const +{ + return defined_achievements; +} + +// Ask the server to send down this user's data and achievements for this game +STEAM_CALL_BACK(UserStatsReceived_t) +bool Steam_User_Stats::RequestCurrentStats() +{ + PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n"); + std::lock_guard lock(global_mutex); + + UserStatsReceived_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + data.m_steamIDUser = settings->get_local_steam_id(); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1); + return true; +} + + +// Data accessors +bool Steam_User_Stats::GetStat(const char* pchName, int32* pData) +{ + PRINT_DEBUG("GetStat int32 %s\n", pchName); + if (!pchName || !pData) return false; + std::lock_guard lock(global_mutex); + auto stats_config = settings->getStats(); + auto stats_data = stats_config.find(pchName); + if (stats_data != stats_config.end()) { + if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false; + } + + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)pData, sizeof(*pData)); + if (read_data == sizeof(int32)) + return true; + + if (stats_data != stats_config.end()) { + *pData = stats_data->second.default_value_int; + return true; + } + + return false; +} + +bool Steam_User_Stats::GetStat(const char* pchName, float* pData) +{ + PRINT_DEBUG("GetStat float %s\n", pchName); + if (!pchName || !pData) return false; + std::lock_guard lock(global_mutex); + auto stats_config = settings->getStats(); + auto stats_data = stats_config.find(pchName); + if (stats_data != stats_config.end()) { + if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false; + } + + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)pData, sizeof(*pData)); + if (read_data == sizeof(float)) + return true; + + if (stats_data != stats_config.end()) { + *pData = stats_data->second.default_value_float; + return true; + } + + return false; +} + + +// Set / update data +bool Steam_User_Stats::SetStat(const char* pchName, int32 nData) +{ + PRINT_DEBUG("SetStat int32 %s\n", pchName); + if (!pchName) return false; + std::lock_guard lock(global_mutex); + + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char*)&nData, sizeof(nData)) == sizeof(nData); +} + +bool Steam_User_Stats::SetStat(const char* pchName, float fData) +{ + PRINT_DEBUG("SetStat float %s\n", pchName); + if (!pchName) return false; + std::lock_guard lock(global_mutex); + + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char*)&fData, sizeof(fData)) == sizeof(fData); +} + +bool Steam_User_Stats::UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength) +{ + PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName); + std::lock_guard lock(global_mutex); + + char data[sizeof(float) + sizeof(float) + sizeof(double)]; + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)data, sizeof(*data)); + float oldcount = 0; + double oldsessionlength = 0; + if (read_data == sizeof(data)) { + memcpy(&oldcount, data + sizeof(float), sizeof(oldcount)); + memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength)); + } + + oldcount += flCountThisSession; + oldsessionlength += dSessionLength; + + float average = oldcount / oldsessionlength; + memcpy(data, &average, sizeof(average)); + memcpy(data + sizeof(float), &oldcount, sizeof(oldcount)); + memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength)); + + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, data, sizeof(data)) == sizeof(data); +} + + +// Achievement flag accessors +bool Steam_User_Stats::GetAchievement(const char* pchName, bool* pbAchieved) +{ + PRINT_DEBUG("GetAchievement %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 item["name"].get() == pchName; + }); + auto ach = user_achievements.find(pchName); + if (it != defined_achievements.end() && ach != user_achievements.end()) { + if (pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; + return true; + } + } + catch (...) {} + + if (pbAchieved != nullptr)*pbAchieved = false; + + return false; +} + +bool Steam_User_Stats::SetAchievement(const char* pchName) +{ + PRINT_DEBUG("SetAchievement %s\n", pchName); + if (pchName == nullptr) return false; + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return item["name"].get() == pchName; + }); + 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(); + get_steam_client()->steam_overlay->AddAchievementNotification(it.value()); + } + return true; + } + } + catch (...) {} + + return false; +} + +bool Steam_User_Stats::ClearAchievement(const char* pchName) +{ + PRINT_DEBUG("ClearAchievement %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; + }); + if (it != defined_achievements.end()) { + user_achievements[pchName]["earned"] = false; + user_achievements[pchName]["earned_time"] = static_cast(0); + return true; + } + } + catch (...) {} + + return false; +} + + +// Get the achievement status, and the time it was unlocked if unlocked. +// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam +// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. +bool Steam_User_Stats::GetAchievementAndUnlockTime(const char* pchName, bool* pbAchieved, uint32* punUnlockTime) +{ + PRINT_DEBUG("GetAchievementAndUnlockTime\n"); + 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); + if (it != defined_achievements.end() && ach != user_achievements.end()) { + if (pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; + if (punUnlockTime != nullptr) *punUnlockTime = (*ach)["earned_time"]; + return true; + } + } + catch (...) {} + + if (pbAchieved != nullptr) *pbAchieved = false; + if (punUnlockTime != nullptr) *punUnlockTime = 0; + return true; +} + + +// Store the current data on the server, will get a callback when set +// And one callback for every new achievement +// +// If the callback has a result of k_EResultInvalidParam, one or more stats +// uploaded has been rejected, either because they broke constraints +// or were out of date. In this case the server sends back updated values. +// The stats should be re-iterated to keep in sync. +bool Steam_User_Stats::StoreStats() +{ + PRINT_DEBUG("StoreStats\n"); + std::lock_guard lock(global_mutex); + + save_achievements(); + + UserStatsStored_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + return true; +} + + +// Achievement / GroupAchievement metadata + +// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. +// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback +// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the +// specified achievement. +int Steam_User_Stats::GetAchievementIcon(const char* pchName) +{ + PRINT_DEBUG("GetAchievementIcon\n"); + if (pchName == nullptr) return 0; + std::lock_guard lock(global_mutex); + + return 0; +} + + +// Get general attributes for an achievement. Accepts the following keys: +// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) +// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) +const char* Steam_User_Stats::GetAchievementDisplayAttribute(const char* pchName, const char* pchKey) +{ + PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey); + if (pchName == nullptr) return ""; + if (pchKey == nullptr) return ""; + + std::lock_guard lock(global_mutex); + + 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; + }); + if (it != defined_achievements.end()) { + return it.value()["displayName"].get_ptr()->c_str(); + } + } + catch (...) {} + } + + 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; + }); + if (it != defined_achievements.end()) { + return it.value()["description"].get_ptr()->c_str(); + } + } + catch (...) {} + } + + 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; + }); + if (it != defined_achievements.end()) { + return it.value()["hidden"].get_ptr()->c_str(); + } + } + catch (...) {} + } + + return ""; +} + + +// Achievement progress - triggers an AchievementProgress callback, that is all. +// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. +bool Steam_User_Stats::IndicateAchievementProgress(const char* pchName, uint32 nCurProgress, uint32 nMaxProgress) +{ + PRINT_DEBUG("IndicateAchievementProgress\n"); + 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); + if (it != defined_achievements.end()) { + bool achieved = false; + if (ach != user_achievements.end()) { + bool achieved = ach->value("earned", false); + } + + UserAchievementStored_t data = {}; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_bGroupAchievement = false; + strncpy(data.m_rgchAchievementName, pchName, k_cchStatNameMax); + + if (achieved) { + data.m_nCurProgress = 0; + data.m_nMaxProgress = 0; + } + else { + user_achievements[pchName]["progress"] = nCurProgress; + user_achievements[pchName]["max_progress"] = nMaxProgress; + data.m_nCurProgress = nCurProgress; + data.m_nMaxProgress = nMaxProgress; + } + + save_achievements(); + callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + return true; + } + } + catch (...) {} + + return false; +} + + +// Used for iterating achievements. In general games should not need these functions because they should have a +// list of existing achievements compiled into them +uint32 Steam_User_Stats::GetNumAchievements() +{ + PRINT_DEBUG("GetNumAchievements\n"); + std::lock_guard lock(global_mutex); + return defined_achievements.size(); +} + +// Get achievement name iAchievement in [0,GetNumAchievements) +const char* Steam_User_Stats::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 ""; +} + + +// Friends stats & achievements + +// downloads stats for the user +// returns a UserStatsReceived_t received when completed +// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail +// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data +STEAM_CALL_RESULT(UserStatsReceived_t) +SteamAPICall_t Steam_User_Stats::RequestUserStats(CSteamID steamIDUser) +{ + PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64()); + std::lock_guard lock(global_mutex); + + // Enable this to allow hot reload achievements status + //if (steamIDUser == settings->get_local_steam_id()) { + // load_achievements(); + //} + + + UserStatsReceived_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + data.m_steamIDUser = steamIDUser; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); +} + + +// requests stat information for a user, usable after a successful call to RequestUserStats() +bool Steam_User_Stats::GetUserStat(CSteamID steamIDUser, const char* pchName, int32* pData) +{ + PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); + if (pchName == nullptr) return false; + + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + GetStat(pchName, pData); + } + else { + *pData = 0; + } + + return true; +} + +bool Steam_User_Stats::GetUserStat(CSteamID steamIDUser, const char* pchName, float* pData) +{ + PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); + if (pchName == nullptr) return false; + + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + GetStat(pchName, pData); + } + else { + *pData = 0; + } + + return true; +} + +bool Steam_User_Stats::GetUserAchievement(CSteamID steamIDUser, const char* pchName, bool* pbAchieved) +{ + PRINT_DEBUG("GetUserAchievement %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + return GetAchievement(pchName, pbAchieved); + } + + return false; +} + +// See notes for GetAchievementAndUnlockTime above +bool Steam_User_Stats::GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime) +{ + PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); + } + return false; +} + + +// Reset stats +bool Steam_User_Stats::ResetAllStats(bool bAchievementsToo) +{ + PRINT_DEBUG("ResetAllStats\n"); + std::lock_guard lock(global_mutex); + //TODO + if (bAchievementsToo) { + std::for_each(user_achievements.begin(), user_achievements.end(), [](nlohmann::json& v) { + v["earned"] = false; + v["earned_time"] = 0; + }); + } + + return true; +} + + +// Leaderboard functions + +// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet +// This call is asynchronous, with the result returned in LeaderboardFindResult_t +STEAM_CALL_RESULT(LeaderboardFindResult_t) +SteamAPICall_t Steam_User_Stats::FindOrCreateLeaderboard(const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType) +{ + PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName); + std::lock_guard lock(global_mutex); + + unsigned int leader = find_leaderboard(pchLeaderboardName); + if (!leader) { + struct Steam_Leaderboard leaderboard; + leaderboard.name = std::string(pchLeaderboardName); + leaderboard.sort_method = eLeaderboardSortMethod; + leaderboard.display_type = eLeaderboardDisplayType; + leaderboards.push_back(leaderboard); + leader = leaderboards.size(); + } + + LeaderboardFindResult_t data; + data.m_hSteamLeaderboard = leader; + data.m_bLeaderboardFound = 1; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// as above, but won't create the leaderboard if it's not found +// This call is asynchronous, with the result returned in LeaderboardFindResult_t +STEAM_CALL_RESULT(LeaderboardFindResult_t) +SteamAPICall_t Steam_User_Stats::FindLeaderboard(const char* pchLeaderboardName) +{ + PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName); + std::lock_guard lock(global_mutex); + + auto settings_Leaderboards = settings->getLeaderboards(); + if (settings_Leaderboards.count(pchLeaderboardName)) { + auto config = settings_Leaderboards[pchLeaderboardName]; + return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type); + } + else if (settings->createUnknownLeaderboards()) { + return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric); + } + else { + LeaderboardFindResult_t data; + data.m_hSteamLeaderboard = find_leaderboard(pchLeaderboardName);; + data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + } +} + + +// returns the name of a leaderboard +const char* Steam_User_Stats::GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard) +{ + PRINT_DEBUG("GetLeaderboardName\n"); + std::lock_guard lock(global_mutex); + + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return ""; + return leaderboards[hSteamLeaderboard - 1].name.c_str(); +} + + +// returns the total number of entries in a leaderboard, as of the last request +int Steam_User_Stats::GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard) +{ + PRINT_DEBUG("GetLeaderboardEntryCount\n"); + return 0; +} + + +// returns the sort method of the leaderboard +ELeaderboardSortMethod Steam_User_Stats::GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard) +{ + PRINT_DEBUG("GetLeaderboardSortMethod\n"); + std::lock_guard lock(global_mutex); + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone; + return leaderboards[hSteamLeaderboard - 1].sort_method; +} + + +// returns the display type of the leaderboard +ELeaderboardDisplayType Steam_User_Stats::GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard) +{ + PRINT_DEBUG("GetLeaderboardDisplayType\n"); + std::lock_guard lock(global_mutex); + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone; + return leaderboards[hSteamLeaderboard - 1].display_type; +} + + +// Asks the Steam back-end for a set of rows in the leaderboard. +// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t +// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) +// You can ask for more entries than exist, and it will return as many as do exist. +// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] +// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate +// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after +// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user +STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) +SteamAPICall_t Steam_User_Stats::DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd) +{ + PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); + std::lock_guard lock(global_mutex); + LeaderboardScoresDownloaded_t data; + data.m_hSteamLeaderboard = hSteamLeaderboard; + data.m_hSteamLeaderboardEntries = 123; + data.m_cEntryCount = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + +// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers +// if a user doesn't have a leaderboard entry, they won't be included in the result +// a max of 100 users can be downloaded at a time, with only one outstanding call at a time +STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) +STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) +SteamAPICall_t Steam_User_Stats::DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard, + STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID * prgUsers, int cUsers) +{ + PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0); + std::lock_guard lock(global_mutex); + LeaderboardScoresDownloaded_t data; + data.m_hSteamLeaderboard = hSteamLeaderboard; + data.m_hSteamLeaderboardEntries = 123; + data.m_cEntryCount = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Returns data about a single leaderboard entry +// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries +// e.g. +// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) +// { +// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) +// { +// LeaderboardEntry_t leaderboardEntry; +// int32 details[3]; // we know this is how many we've stored previously +// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); +// assert( leaderboardEntry.m_cDetails == 3 ); +// ... +// } +// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid +bool Steam_User_Stats::GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax) +{ + PRINT_DEBUG("GetDownloadedLeaderboardEntry\n"); + return false; +} + + +// Uploads a user score to the Steam back-end. +// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t +// Details are extra game-defined information regarding how the user got that score +// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list +STEAM_CALL_RESULT(LeaderboardScoreUploaded_t) +SteamAPICall_t Steam_User_Stats::UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount) +{ + PRINT_DEBUG("UploadLeaderboardScore\n"); + std::lock_guard lock(global_mutex); + LeaderboardScoreUploaded_t data; + data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score. + //data.m_bSuccess = 0; + data.m_hSteamLeaderboard = hSteamLeaderboard; + data.m_nScore = nScore; + //data.m_bScoreChanged = 1; + data.m_bScoreChanged = 0; + //data.m_nGlobalRankNew = 1; + data.m_nGlobalRankNew = 0; + data.m_nGlobalRankPrevious = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + +SteamAPICall_t Steam_User_Stats::UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 * pScoreDetails, int cScoreDetailsCount) +{ + PRINT_DEBUG("UploadLeaderboardScore old\n"); + return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, cScoreDetailsCount); +} + + +// Attaches a piece of user generated content the user's entry on a leaderboard. +// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). +// This call is asynchronous, with the result returned in LeaderboardUGCSet_t. +STEAM_CALL_RESULT(LeaderboardUGCSet_t) +SteamAPICall_t Steam_User_Stats::AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC) +{ + PRINT_DEBUG("AttachLeaderboardUGC\n"); + std::lock_guard lock(global_mutex); + LeaderboardUGCSet_t data = {}; + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) { + data.m_eResult = k_EResultFail; + } + else { + data.m_eResult = k_EResultOK; + } + + data.m_hSteamLeaderboard = hSteamLeaderboard; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Retrieves the number of players currently playing your game (online + offline) +// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t +STEAM_CALL_RESULT(NumberOfCurrentPlayers_t) +SteamAPICall_t Steam_User_Stats::GetNumberOfCurrentPlayers() +{ + PRINT_DEBUG("GetNumberOfCurrentPlayers\n"); + std::lock_guard lock(global_mutex); + NumberOfCurrentPlayers_t data; + data.m_bSuccess = 1; + data.m_cPlayers = 69; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Requests that Steam fetch data on the percentage of players who have received each achievement +// for the game globally. +// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. +STEAM_CALL_RESULT(GlobalAchievementPercentagesReady_t) +SteamAPICall_t Steam_User_Stats::RequestGlobalAchievementPercentages() +{ + PRINT_DEBUG("RequestGlobalAchievementPercentages\n"); +} + + +// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch +// the next most achieved afterwards. Will return -1 if there is no data on achievement +// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). +int Steam_User_Stats::GetMostAchievedAchievementInfo(char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved) +{ + PRINT_DEBUG("GetMostAchievedAchievementInfo\n"); +} + + +// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another +// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last +// achievement has been iterated. +int Steam_User_Stats::GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved) +{ + PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n"); +} + + +// Returns the percentage of users who have achieved the specified achievement. +bool Steam_User_Stats::GetAchievementAchievedPercent(const char* pchName, float* pflPercent) +{ + PRINT_DEBUG("GetAchievementAchievedPercent\n"); +} + + +// Requests global stats data, which is available for stats marked as "aggregated". +// This call is asynchronous, with the results returned in GlobalStatsReceived_t. +// nHistoryDays specifies how many days of day-by-day history to retrieve in addition +// to the overall totals. The limit is 60. +STEAM_CALL_RESULT(GlobalStatsReceived_t) +SteamAPICall_t Steam_User_Stats::RequestGlobalStats(int nHistoryDays) +{ + PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays); + std::lock_guard lock(global_mutex); + GlobalStatsReceived_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Gets the lifetime totals for an aggregated stat +bool Steam_User_Stats::GetGlobalStat(const char* pchStatName, int64 * pData) +{ + PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); + return false; +} + +bool Steam_User_Stats::GetGlobalStat(const char* pchStatName, double* pData) +{ + PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); + return false; +} + + +// Gets history for an aggregated stat. pData will be filled with daily values, starting with today. +// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, +// etc. cubData is the size in bytes of the pubData buffer. Returns the number of +// elements actually set. +int32 Steam_User_Stats::GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) int64 * pData, uint32 cubData) +{ + PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName); + return 0; +} + +int32 Steam_User_Stats::GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData) +{ + PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName); + return 0; +} diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 7bc9e9e..291ab15 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -15,636 +15,252 @@ License along with the Goldberg Emulator; if not, see . */ +#ifndef __INCLUDED_STEAM_USER_STATS_H__ +#define __INCLUDED_STEAM_USER_STATS_H__ + #include "base.h" +#include +#include +#include "../json/json.hpp" + struct Steam_Leaderboard { std::string name; ELeaderboardSortMethod sort_method; ELeaderboardDisplayType display_type; }; - class Steam_User_Stats : -public ISteamUserStats003, -public ISteamUserStats004, -public ISteamUserStats005, -public ISteamUserStats006, -public ISteamUserStats007, -public ISteamUserStats008, -public ISteamUserStats009, -public ISteamUserStats010, -public ISteamUserStats + public ISteamUserStats003, + public ISteamUserStats004, + public ISteamUserStats005, + public ISteamUserStats006, + public ISteamUserStats007, + public ISteamUserStats008, + public ISteamUserStats009, + public ISteamUserStats010, + public ISteamUserStats { - Local_Storage *local_storage; - Settings *settings; - SteamCallResults *callback_results; - class SteamCallBacks *callbacks; +public: + static constexpr auto achievements_user_file = "achievements.json"; + +private: + + Local_Storage* local_storage; + Settings* settings; + SteamCallResults* callback_results; + class SteamCallBacks* callbacks; std::vector leaderboards; -unsigned int find_leaderboard(std::string name) -{ - unsigned index = 1; - for (auto &leaderboard : leaderboards) { - if (leaderboard.name == name) return index; - ++index; - } + nlohmann::json defined_achievements; + nlohmann::json user_achievements; - return 0; -} + unsigned int find_leaderboard(std::string name); + + void load_achievements_db(); + void load_achievements(); + void save_achievements(); public: -Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks) -{ - this->local_storage = local_storage; - this->settings = settings; - this->callback_results = callback_results; - this->callbacks = callbacks; -} - -// Ask the server to send down this user's data and achievements for this game -STEAM_CALL_BACK( UserStatsReceived_t ) -bool RequestCurrentStats() -{ - PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n"); - std::lock_guard lock(global_mutex); - - UserStatsReceived_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - data.m_steamIDUser = settings->get_local_steam_id(); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1); - return true; -} - - -// Data accessors -bool GetStat( const char *pchName, int32 *pData ) -{ - PRINT_DEBUG("GetStat int32 %s\n", pchName); - if (!pchName || !pData) return false; - std::lock_guard lock(global_mutex); - auto stats_config = settings->getStats(); - auto stats_data = stats_config.find(pchName); - if (stats_data != stats_config.end()) { - if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false; - } - - int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData)); - if (read_data == sizeof(int32)) - return true; - - if (stats_data != stats_config.end()) { - *pData = stats_data->second.default_value_int; - return true; - } - - return false; -} - -bool GetStat( const char *pchName, float *pData ) -{ - PRINT_DEBUG("GetStat float %s\n", pchName); - if (!pchName || !pData) return false; - std::lock_guard lock(global_mutex); - auto stats_config = settings->getStats(); - auto stats_data = stats_config.find(pchName); - if (stats_data != stats_config.end()) { - if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false; - } - - int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData)); - if (read_data == sizeof(float)) - return true; - - if (stats_data != stats_config.end()) { - *pData = stats_data->second.default_value_float; - return true; - } - - return false; -} - - -// Set / update data -bool SetStat( const char *pchName, int32 nData ) -{ - PRINT_DEBUG("SetStat int32 %s\n", pchName); - if (!pchName) return false; - std::lock_guard lock(global_mutex); - - return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData); -} - -bool SetStat( const char *pchName, float fData ) -{ - PRINT_DEBUG("SetStat float %s\n", pchName); - if (!pchName) return false; - std::lock_guard lock(global_mutex); - - return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData); -} - -bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) -{ - PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName); - std::lock_guard lock(global_mutex); - - char data[sizeof(float) + sizeof(float) + sizeof(double)]; - int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )data, sizeof(*data)); - float oldcount = 0; - double oldsessionlength = 0; - if (read_data == sizeof(data)) { - memcpy(&oldcount, data + sizeof(float), sizeof(oldcount)); - memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength)); - } - - oldcount += flCountThisSession; - oldsessionlength += dSessionLength; - - float average = oldcount / oldsessionlength; - memcpy(data, &average, sizeof(average)); - memcpy(data + sizeof(float), &oldcount, sizeof(oldcount)); - memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength)); - - return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, data, sizeof(data)) == sizeof(data); -} - - -// Achievement flag accessors -bool GetAchievement( const char *pchName, bool *pbAchieved ) -{ - //TODO: these achievement functions need to load a list of achievements from somewhere, return false so that kf2 doesn't loop endlessly - PRINT_DEBUG("GetAchievement %s\n", pchName); - *pbAchieved = false; - return false; -} - -bool SetAchievement( const char *pchName ) -{ - PRINT_DEBUG("SetAchievement %s\n", pchName); - return false; -} - -bool ClearAchievement( const char *pchName ) -{ - PRINT_DEBUG("ClearAchievement %s\n", pchName); - return false; -} - - -// Get the achievement status, and the time it was unlocked if unlocked. -// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam -// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. -bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) -{ - PRINT_DEBUG("GetAchievementAndUnlockTime\n"); - *pbAchieved = false; - return true; -} - - -// Store the current data on the server, will get a callback when set -// And one callback for every new achievement -// -// If the callback has a result of k_EResultInvalidParam, one or more stats -// uploaded has been rejected, either because they broke constraints -// or were out of date. In this case the server sends back updated values. -// The stats should be re-iterated to keep in sync. -bool StoreStats() -{ - PRINT_DEBUG("StoreStats\n"); - std::lock_guard lock(global_mutex); - - UserStatsStored_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - return true; -} - - -// Achievement / GroupAchievement metadata - -// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. -// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback -// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the -// specified achievement. -int GetAchievementIcon( const char *pchName ) -{ - PRINT_DEBUG("GetAchievementIcon\n"); - return 0; -} - - -// Get general attributes for an achievement. Accepts the following keys: -// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) -// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) -const char * GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) -{ - PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey); - return ""; //TODO - - if (strcmp (pchKey, "name") == 0) { - return "Achievement Name"; - } - - if (strcmp (pchKey, "desc") == 0) { - return "Achievement Description"; - } - - if (strcmp (pchKey, "hidden") == 0) { - return "0"; - } - - return ""; -} - - -// Achievement progress - triggers an AchievementProgress callback, that is all. -// 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"); -} - - -// Used for iterating achievements. In general games should not need these functions because they should have a -// list of existing achievements compiled into them -uint32 GetNumAchievements() -{ - PRINT_DEBUG("GetNumAchievements\n"); - return 0; -} - -// Get achievement name iAchievement in [0,GetNumAchievements) -const char * GetAchievementName( uint32 iAchievement ) -{ - PRINT_DEBUG("GetAchievementName\n"); - return ""; -} - - -// Friends stats & achievements - -// downloads stats for the user -// returns a UserStatsReceived_t received when completed -// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail -// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data -STEAM_CALL_RESULT( UserStatsReceived_t ) -SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) -{ - PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64()); - std::lock_guard lock(global_mutex); - - UserStatsReceived_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - data.m_steamIDUser = steamIDUser; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); -} - - -// requests stat information for a user, usable after a successful call to RequestUserStats() -bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) -{ - PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); - std::lock_guard lock(global_mutex); - - if (steamIDUser == settings->get_local_steam_id()) { - GetStat(pchName, pData); - } else { - *pData = 0; - } - - return true; -} - -bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) -{ - PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); - std::lock_guard lock(global_mutex); - - if (steamIDUser == settings->get_local_steam_id()) { - GetStat(pchName, pData); - } else { - *pData = 0; - } - - return true; -} - -bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) -{ - PRINT_DEBUG("GetUserAchievement %s\n", pchName); - return false; -} - -// See notes for GetAchievementAndUnlockTime above -bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) -{ - PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName); - return false; -} - - -// Reset stats -bool ResetAllStats( bool bAchievementsToo ) -{ - PRINT_DEBUG("ResetAllStats\n"); - //TODO - return true; -} - - -// Leaderboard functions - -// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet -// This call is asynchronous, with the result returned in LeaderboardFindResult_t -STEAM_CALL_RESULT(LeaderboardFindResult_t) -SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) -{ - PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName); - std::lock_guard lock(global_mutex); - - unsigned int leader = find_leaderboard(pchLeaderboardName); - if (!leader) { - struct Steam_Leaderboard leaderboard; - leaderboard.name = std::string(pchLeaderboardName); - leaderboard.sort_method = eLeaderboardSortMethod; - leaderboard.display_type = eLeaderboardDisplayType; - leaderboards.push_back(leaderboard); - leader = leaderboards.size(); - } - - LeaderboardFindResult_t data; - data.m_hSteamLeaderboard = leader; - data.m_bLeaderboardFound = 1; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// as above, but won't create the leaderboard if it's not found -// This call is asynchronous, with the result returned in LeaderboardFindResult_t -STEAM_CALL_RESULT( LeaderboardFindResult_t ) -SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) -{ - PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName); - std::lock_guard lock(global_mutex); - - auto settings_Leaderboards = settings->getLeaderboards(); - if (settings_Leaderboards.count(pchLeaderboardName)) { - auto config = settings_Leaderboards[pchLeaderboardName]; - return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type); - } else if (settings->createUnknownLeaderboards()) { - return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric); - } else { - LeaderboardFindResult_t data; - data.m_hSteamLeaderboard = find_leaderboard(pchLeaderboardName);; - data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); - } -} - - -// returns the name of a leaderboard -const char * GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ) -{ - PRINT_DEBUG("GetLeaderboardName\n"); - std::lock_guard lock(global_mutex); - - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return ""; - return leaderboards[hSteamLeaderboard - 1].name.c_str(); -} - - -// returns the total number of entries in a leaderboard, as of the last request -int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ) -{ - PRINT_DEBUG("GetLeaderboardEntryCount\n"); - return 0; -} - - -// returns the sort method of the leaderboard -ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ) -{ - PRINT_DEBUG("GetLeaderboardSortMethod\n"); - std::lock_guard lock(global_mutex); - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone; - return leaderboards[hSteamLeaderboard - 1].sort_method; -} - - -// returns the display type of the leaderboard -ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ) -{ - PRINT_DEBUG("GetLeaderboardDisplayType\n"); - std::lock_guard lock(global_mutex); - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone; - return leaderboards[hSteamLeaderboard - 1].display_type; -} - - -// Asks the Steam back-end for a set of rows in the leaderboard. -// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t -// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) -// You can ask for more entries than exist, and it will return as many as do exist. -// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] -// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate -// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after -// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user -STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) -SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) -{ - PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); - std::lock_guard lock(global_mutex); - LeaderboardScoresDownloaded_t data; - data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_hSteamLeaderboardEntries = 123; - data.m_cEntryCount = 0; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - -// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers -// if a user doesn't have a leaderboard entry, they won't be included in the result -// a max of 100 users can be downloaded at a time, with only one outstanding call at a time -STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) - STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) -SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard, - STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers ) -{ - PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0); - std::lock_guard lock(global_mutex); - LeaderboardScoresDownloaded_t data; - data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_hSteamLeaderboardEntries = 123; - data.m_cEntryCount = 0; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Returns data about a single leaderboard entry -// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries -// e.g. -// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) -// { -// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) -// { -// LeaderboardEntry_t leaderboardEntry; -// int32 details[3]; // we know this is how many we've stored previously -// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); -// assert( leaderboardEntry.m_cDetails == 3 ); -// ... -// } -// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid -bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) -{ - PRINT_DEBUG("GetDownloadedLeaderboardEntry\n"); - return false; -} - - -// Uploads a user score to the Steam back-end. -// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t -// Details are extra game-defined information regarding how the user got that score -// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list -STEAM_CALL_RESULT( LeaderboardScoreUploaded_t ) -SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) -{ - PRINT_DEBUG("UploadLeaderboardScore\n"); - std::lock_guard lock(global_mutex); - LeaderboardScoreUploaded_t data; - data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score. - //data.m_bSuccess = 0; - data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_nScore = nScore; - //data.m_bScoreChanged = 1; - data.m_bScoreChanged = 0; - //data.m_nGlobalRankNew = 1; - data.m_nGlobalRankNew = 0; - data.m_nGlobalRankPrevious = 0; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - -SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 *pScoreDetails, int cScoreDetailsCount ) -{ - PRINT_DEBUG("UploadLeaderboardScore old\n"); - return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, cScoreDetailsCount); -} - - -// Attaches a piece of user generated content the user's entry on a leaderboard. -// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). -// This call is asynchronous, with the result returned in LeaderboardUGCSet_t. -STEAM_CALL_RESULT( LeaderboardUGCSet_t ) -SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) -{ - PRINT_DEBUG("AttachLeaderboardUGC\n"); - std::lock_guard lock(global_mutex); - LeaderboardUGCSet_t data = {}; - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) { - data.m_eResult = k_EResultFail; - } else { - data.m_eResult = k_EResultOK; - } - - data.m_hSteamLeaderboard = hSteamLeaderboard; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Retrieves the number of players currently playing your game (online + offline) -// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t -STEAM_CALL_RESULT( NumberOfCurrentPlayers_t ) -SteamAPICall_t GetNumberOfCurrentPlayers() -{ - PRINT_DEBUG("GetNumberOfCurrentPlayers\n"); - std::lock_guard lock(global_mutex); - NumberOfCurrentPlayers_t data; - data.m_bSuccess = 1; - data.m_cPlayers = 69; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Requests that Steam fetch data on the percentage of players who have received each achievement -// for the game globally. -// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. -STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t ) -SteamAPICall_t RequestGlobalAchievementPercentages() -{ - PRINT_DEBUG("RequestGlobalAchievementPercentages\n"); -} - - -// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch -// the next most achieved afterwards. Will return -1 if there is no data on achievement -// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). -int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) -{ - PRINT_DEBUG("GetMostAchievedAchievementInfo\n"); -} - - -// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another -// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last -// achievement has been iterated. -int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) -{ - PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n"); -} - - -// Returns the percentage of users who have achieved the specified achievement. -bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) -{ - PRINT_DEBUG("GetAchievementAchievedPercent\n"); -} - - -// Requests global stats data, which is available for stats marked as "aggregated". -// This call is asynchronous, with the results returned in GlobalStatsReceived_t. -// nHistoryDays specifies how many days of day-by-day history to retrieve in addition -// to the overall totals. The limit is 60. -STEAM_CALL_RESULT( GlobalStatsReceived_t ) -SteamAPICall_t RequestGlobalStats( int nHistoryDays ) -{ - PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays); - std::lock_guard lock(global_mutex); - GlobalStatsReceived_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Gets the lifetime totals for an aggregated stat -bool GetGlobalStat( const char *pchStatName, int64 *pData ) -{ - PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); - return false; -} - -bool GetGlobalStat( const char *pchStatName, double *pData ) -{ - PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); - return false; -} - - -// Gets history for an aggregated stat. pData will be filled with daily values, starting with today. -// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, -// etc. cubData is the size in bytes of the pubData buffer. Returns the number of -// elements actually set. -int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ) -{ - PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName); - return 0; -} - -int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ) -{ - PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName); - return 0; -} + Steam_User_Stats(Settings* settings, Local_Storage* local_storage, class SteamCallResults* callback_results, class SteamCallBacks* callbacks); + + nlohmann::json const& GetAchievementsDb() const; + + // Ask the server to send down this user's data and achievements for this game + STEAM_CALL_BACK(UserStatsReceived_t) + bool RequestCurrentStats(); + + // Data accessors + bool GetStat(const char* pchName, int32* pData); + bool GetStat(const char* pchName, float* pData); + + // Set / update data + bool SetStat(const char* pchName, int32 nData); + bool SetStat(const char* pchName, float fData); + bool UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength); + + // Achievement flag accessors + bool GetAchievement(const char* pchName, bool* pbAchieved); + bool SetAchievement(const char* pchName); + bool ClearAchievement(const char* pchName); + + + // Get the achievement status, and the time it was unlocked if unlocked. + // If the return value is true, but the unlock time is zero, that means it was unlocked before Steam + // began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. + bool GetAchievementAndUnlockTime(const char* pchName, bool* pbAchieved, uint32* punUnlockTime); + + // Store the current data on the server, will get a callback when set + // And one callback for every new achievement + // + // If the callback has a result of k_EResultInvalidParam, one or more stats + // uploaded has been rejected, either because they broke constraints + // or were out of date. In this case the server sends back updated values. + // The stats should be re-iterated to keep in sync. + bool StoreStats(); + + // Achievement / GroupAchievement metadata + + // Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. + // A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback + // which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the + // specified achievement. + int GetAchievementIcon(const char* pchName); + + + // Get general attributes for an achievement. Accepts the following keys: + // - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) + // - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) + const char* GetAchievementDisplayAttribute(const char* pchName, const char* pchKey); + + // Achievement progress - triggers an AchievementProgress callback, that is all. + // 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); + + // Used for iterating achievements. In general games should not need these functions because they should have a + // list of existing achievements compiled into them + uint32 GetNumAchievements(); + + // Get achievement name iAchievement in [0,GetNumAchievements) + const char* GetAchievementName(uint32 iAchievement); + + // Friends stats & achievements + + // downloads stats for the user + // returns a UserStatsReceived_t received when completed + // if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail + // these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data + STEAM_CALL_RESULT(UserStatsReceived_t) + SteamAPICall_t RequestUserStats(CSteamID steamIDUser); + + + // requests stat information for a user, usable after a successful call to RequestUserStats() + bool GetUserStat(CSteamID steamIDUser, const char* pchName, int32* pData); + bool GetUserStat(CSteamID steamIDUser, const char* pchName, float* pData); + + bool GetUserAchievement(CSteamID steamIDUser, const char* pchName, bool* pbAchieved); + + // See notes for GetAchievementAndUnlockTime above + bool GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime); + + // Reset stats + bool ResetAllStats(bool bAchievementsToo); + + // Leaderboard functions + + // asks the Steam back-end for a leaderboard by name, and will create it if it's not yet + // This call is asynchronous, with the result returned in LeaderboardFindResult_t + STEAM_CALL_RESULT(LeaderboardFindResult_t) + SteamAPICall_t FindOrCreateLeaderboard(const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType); + + // as above, but won't create the leaderboard if it's not found + // This call is asynchronous, with the result returned in LeaderboardFindResult_t + STEAM_CALL_RESULT(LeaderboardFindResult_t) + SteamAPICall_t FindLeaderboard(const char* pchLeaderboardName); + + // returns the name of a leaderboard + const char* GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard); + + // returns the total number of entries in a leaderboard, as of the last request + int GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard); + + // returns the sort method of the leaderboard + ELeaderboardSortMethod GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard); + + // returns the display type of the leaderboard + ELeaderboardDisplayType GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard); + + // Asks the Steam back-end for a set of rows in the leaderboard. + // This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t + // LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) + // You can ask for more entries than exist, and it will return as many as do exist. + // k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] + // k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate + // e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after + // k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user + STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) + SteamAPICall_t DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd); + + // as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers + // if a user doesn't have a leaderboard entry, they won't be included in the result + // a max of 100 users can be downloaded at a time, with only one outstanding call at a time + STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) + STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) + SteamAPICall_t DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard, + STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID* prgUsers, int cUsers); + + // Returns data about a single leaderboard entry + // use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries + // e.g. + // void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) + // { + // for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) + // { + // LeaderboardEntry_t leaderboardEntry; + // int32 details[3]; // we know this is how many we've stored previously + // GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); + // assert( leaderboardEntry.m_cDetails == 3 ); + // ... + // } + // once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid + bool GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t* pLeaderboardEntry, int32* pDetails, int cDetailsMax); + + // Uploads a user score to the Steam back-end. + // This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t + // Details are extra game-defined information regarding how the user got that score + // pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list + STEAM_CALL_RESULT(LeaderboardScoreUploaded_t) + SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32* pScoreDetails, int cScoreDetailsCount); + + SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32* pScoreDetails, int cScoreDetailsCount); + + // Attaches a piece of user generated content the user's entry on a leaderboard. + // hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). + // This call is asynchronous, with the result returned in LeaderboardUGCSet_t. + STEAM_CALL_RESULT(LeaderboardUGCSet_t) + SteamAPICall_t AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC); + + // Retrieves the number of players currently playing your game (online + offline) + // This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t + STEAM_CALL_RESULT(NumberOfCurrentPlayers_t) + SteamAPICall_t GetNumberOfCurrentPlayers(); + + // Requests that Steam fetch data on the percentage of players who have received each achievement + // for the game globally. + // This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. + STEAM_CALL_RESULT(GlobalAchievementPercentagesReady_t) + SteamAPICall_t RequestGlobalAchievementPercentages(); + + // Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch + // the next most achieved afterwards. Will return -1 if there is no data on achievement + // percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). + int GetMostAchievedAchievementInfo(char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved); + + // Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another + // GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last + // achievement has been iterated. + int GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved); + + // Returns the percentage of users who have achieved the specified achievement. + bool GetAchievementAchievedPercent(const char* pchName, float* pflPercent); + + // Requests global stats data, which is available for stats marked as "aggregated". + // This call is asynchronous, with the results returned in GlobalStatsReceived_t. + // nHistoryDays specifies how many days of day-by-day history to retrieve in addition + // to the overall totals. The limit is 60. + STEAM_CALL_RESULT(GlobalStatsReceived_t) + SteamAPICall_t RequestGlobalStats(int nHistoryDays); + + // Gets the lifetime totals for an aggregated stat + bool GetGlobalStat(const char* pchStatName, int64* pData); + bool GetGlobalStat(const char* pchStatName, double* pData); + + // Gets history for an aggregated stat. pData will be filled with daily values, starting with today. + // So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, + // etc. cubData is the size in bytes of the pubData buffer. Returns the number of + // elements actually set. + int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) int64* pData, uint32 cubData); + int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData); }; + +#endif//__INCLUDED_STEAM_USER_STATS_H__ diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index d6f3e90..7cb741f 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -213,7 +213,7 @@ void Steam_Overlay::ShowOverlay(bool state) overlay_state_changed = true; } -void Steam_Overlay::NotifyUser(friend_window_state& friend_state, std::string const& message) +void Steam_Overlay::NotifyUser(friend_window_state& friend_state) { if (!(friend_state.window_state & window_state_show) || !show_overlay) { @@ -221,7 +221,6 @@ void Steam_Overlay::NotifyUser(friend_window_state& friend_state, std::string co #ifdef __WINDOWS__ PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); #endif - AddNotification(message); } } @@ -239,7 +238,8 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) frd.window_state |= window_state_lobby_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_rich_invite; - NotifyUser(i->second, i->first.name() + " invited you to join a game"); + AddInviteNotification(*i); + NotifyUser(i->second); } } @@ -257,7 +257,8 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) frd.window_state |= window_state_rich_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_lobby_invite; - NotifyUser(i->second, i->first.name() + " invited you to join a game"); + AddInviteNotification(*i); + NotifyUser(i->second); } } @@ -285,13 +286,14 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) friends.erase(it); } -void Steam_Overlay::AddNotification(std::string const& message) +void Steam_Overlay::AddMessageNotification(std::string const& message) { int id = find_free_notification_id(notifications); if (id != 0) { Notification notif; notif.id = id; + notif.type = notification_type_message; notif.message = message; notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); @@ -300,6 +302,40 @@ void Steam_Overlay::AddNotification(std::string const& message) PRINT_DEBUG("No more free id to create a notification window\n"); } +void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach) +{ + int id = find_free_notification_id(notifications); + if (id != 0) + { + Notification notif; + notif.id = id; + notif.type = notification_type_achievement; + // Load achievement image + notif.message = ach["displayName"].get() + "\n" + ach["description"].get(); + notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); + notifications.emplace_back(notif); + } + else + PRINT_DEBUG("No more free id to create a notification window\n"); +} + +void Steam_Overlay::AddInviteNotification(std::pair& wnd_state) +{ + int id = find_free_notification_id(notifications); + if (id != 0) + { + Notification notif; + notif.id = id; + notif.type = notification_type_invite; + notif.frd = &wnd_state; + notif.message = wnd_state.first.name() + " invited you to join a game"; + notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); + notifications.emplace_back(notif); + } + else + PRINT_DEBUG("No more free id to create a notification window\n"); +} + bool Steam_Overlay::FriendHasLobby(uint64 friend_id) { Steam_Friends* steamFriends = get_steam_client()->steam_friends; @@ -341,13 +377,13 @@ 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 (IHaveLobby() && ImGui::Button("Invite")) + if (IHaveLobby() && ImGui::Button("Invite###PopupInvite")) { state.window_state |= window_state_invite; has_friend_action.push(frd); close_popup = true; } - if (FriendHasLobby(frd.id()) && ImGui::Button("Join")) + if (FriendHasLobby(frd.id()) && ImGui::Button("Join###PopupJoin")) { state.window_state |= window_state_join; has_friend_action.push(frd); @@ -499,9 +535,26 @@ void Steam_Overlay::BuildNotifications(int width, int height) 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 | ImGuiWindowFlags_NoMouseInputs); + ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration); - ImGui::TextWrapped("%s", it->message.c_str()); + 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("Join")) + { + has_friend_action.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(); @@ -619,7 +672,8 @@ void Steam_Overlay::Callback(Common_Message *msg) friend_info->second.window_state |= window_state_need_attention; } - NotifyUser(friend_info->second, friend_info->first.name() + " says: " + steam_message.message()); + AddMessageNotification(friend_info->first.name() + " says: " + steam_message.message()); + NotifyUser(friend_info->second); } } } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index d73b120..95f76c7 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -41,10 +41,17 @@ struct Friend_Less } }; +enum notification_type +{ + notification_type_message = 0, + notification_type_invite, + notification_type_achievement, +}; + struct Notification { static constexpr float width = 0.25; - static constexpr float height = 4.0; + static constexpr float height = 5.0; static constexpr std::chrono::milliseconds fade_in = std::chrono::milliseconds(2000); static constexpr std::chrono::milliseconds fade_out = std::chrono::milliseconds(2000); static constexpr std::chrono::milliseconds show_time = std::chrono::milliseconds(6000) + fade_in + fade_out; @@ -55,8 +62,10 @@ struct Notification static constexpr float max_alpha = 0.5f; int id; + uint8 type; std::chrono::seconds start_time; std::string message; + std::pair* frd; }; #ifndef NO_OVERLAY @@ -97,7 +106,7 @@ class Steam_Overlay bool FriendHasLobby(uint64 friend_id); bool IHaveLobby(); - void NotifyUser(friend_window_state& friend_state, std::string const& message); + void NotifyUser(friend_window_state& friend_state); // Right click on friend void BuildContextMenu(Friend const& frd, friend_window_state &state); @@ -136,7 +145,9 @@ public: void FriendConnect(Friend _friend); void FriendDisconnect(Friend _friend); - void AddNotification(std::string const& message); + void AddMessageNotification(std::string const& message); + void AddAchievementNotification(nlohmann::json const& ach); + void AddInviteNotification(std::pair &wnd_state); }; #else From cf3dea2bbee0ac78ecc9b8b2896c1805eb9f95de Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 11:11:30 +0200 Subject: [PATCH 126/152] Allow ImGui to process events if the overlay is hidden This is used for the notifications when overlay is off. --- overlay_experimental/windows/Windows_Hook.cpp | 26 +++++++++---------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 0adbedc..53106df 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -77,20 +77,20 @@ bool IgnoreMsg(UINT uMsg) switch (uMsg) { // Mouse Events - case WM_MOUSEMOVE: - case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: - case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE: + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE: // Keyboard Events - case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR: - case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR: + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR: + case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR: // Raw Input Events - case WM_INPUT: - return true; + case WM_INPUT: + return true; } return false; } @@ -133,9 +133,9 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, } } + ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); if (show) { - ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); if (IgnoreMsg(uMsg)) return 0; } From 121df0ef39c10e6f016b02fd92920f3f9c40b595 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 14:54:06 +0200 Subject: [PATCH 127/152] Uncomment thing --- ImGui/impls/linux/imgui_impl_x11.cpp | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index f5f3666..0175dbd 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -151,12 +151,12 @@ static void ImGui_ImplX11_UpdateMousePos() ImGuiIO& io = ImGui::GetIO(); // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - //if (io.WantSetMousePos) - //{ + if (io.WantSetMousePos) + { // POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; // ::ClientToScreen(g_hWnd, &pos); // ::SetCursorPos(pos.x, pos.y); - //} + } // Set mouse position Window unused_window; @@ -165,8 +165,7 @@ static void ImGui_ImplX11_UpdateMousePos() XQueryPointer(g_Display, g_Window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); - io.MousePos.x = x; - io.MousePos.y = y; + io.MousePos = ImVec2((float)x, (float)y); } // Gamepad navigation mapping From 1edbdd8a35d0f2bde31d347efde226ef6353fac2 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 15:01:25 +0200 Subject: [PATCH 128/152] Free DX12 devices on destroy --- overlay_experimental/windows/DX12_Hook.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index fb95008..e798a1e 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -247,6 +247,13 @@ DX12_Hook::~DX12_Hook() if (initialized) { + pSrvDescHeap->Release(); + for (UINT i = 0; i < bufferCount; ++i) + pCmdAlloc[i]->Release(); + pRtvDescHeap->Release(); + delete[]pMainRenderTargets; + delete[]pCmdAlloc; + ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui::DestroyContext(); From 55ba49c95761706378851d5059dc78028b0b2259 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 15:54:48 +0100 Subject: [PATCH 129/152] Clean a bit Linux Overlay --- overlay_experimental/Renderer_Detector.cpp | 127 ++-- overlay_experimental/linux/Linux_Detour.cpp | 636 -------------------- overlay_experimental/linux/Linux_Detour.h | 16 - overlay_experimental/linux/X11_Hook.h | 19 +- 4 files changed, 44 insertions(+), 754 deletions(-) delete mode 100644 overlay_experimental/linux/Linux_Detour.cpp delete mode 100644 overlay_experimental/linux/Linux_Detour.h diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 0b686be..bc4f670 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -153,6 +153,16 @@ BOOL WINAPI Renderer_Detector::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) return res; } +void __stdcall Renderer_Detector::MyvkCmdEndRenderPass(void* commandBuffer) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + _vkCmdEndRenderPass(commandBuffer); + if (!inst.stop_retry()) + { + Vulkan_Hook::Inst()->start_hook(); + } +} + void Renderer_Detector::HookDXGIPresent(IDXGISwapChain* pSwapChain) { if (!_dxgi_hooked) @@ -628,98 +638,19 @@ Renderer_Detector::Renderer_Detector(): #include "linux/X11_Hook.h" #include -#include extern "C" void *_dl_sym(void *, const char *, void *); static decltype(glXGetProcAddress)* real_glXGetProcAddress = nullptr; static decltype(glXGetProcAddressARB)* real_glXGetProcAddressARB = nullptr; -/* -void Renderer_Detector::MyglXSwapBuffers(Display *dpy, GLXDrawable drawable) -{ - Renderer_Detector& inst = Renderer_Detector::Inst(); - Hook_Manager& hm = Hook_Manager::Inst(); - _glXSwapBuffers(reinterpret_cast<::Display*>(dpy), drawable); - if (!inst.stop_retry()) - { - OpenGLX_Hook::Inst()->start_hook(); - } -} - -void Renderer_Detector::HookglXSwapBuffers(decltype(glXSwapBuffers)* glXSwapBuffers) -{ - _glXSwapBuffers = glXSwapBuffers; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair(&(void*&)_glXSwapBuffers, (void*)MyglXSwapBuffers) - ); - - rendererdetect_hook->EndHook(); -} - -void Renderer_Detector::hook_openglx(const char* libname) -{ - if (!_oglx_hooked && !_renderer_found) - { - void* library = dlopen(libname, RTLD_NOW); - decltype(glXSwapBuffers)* glXSwapBuffers = nullptr; - if (library != nullptr) - { - glXSwapBuffers = (decltype(glXSwapBuffers))dlsym(library, "glXSwapBuffers"); - } - if (glXSwapBuffers != nullptr) - { - PRINT_DEBUG("Hooked glXSwapBuffers to detect OpenGLX\n"); - - _oglx_hooked = true; - auto h = OpenGLX_Hook::Inst(); - h->loadFunctions(glXSwapBuffers); - Hook_Manager::Inst().AddHook(h); - HookglXSwapBuffers(glXSwapBuffers); - } - else - { - PRINT_DEBUG("Failed to Hook glXSwapBuffers to detect OpenGLX\n"); - } - } -} - -void Renderer_Detector::create_hook(const char* libname) -{ - if (strcasestr(libname, OpenGLX_Hook::DLL_NAME) != nullptr) - hook_openglx(libname); -} -*/ - -void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) -{ - /* - _this->rendererdetect_hook = new Base_Hook(); - Hook_Manager& hm = Hook_Manager::Inst(); - hm.AddHook(_this->rendererdetect_hook); - */ -} - -Renderer_Detector::Renderer_Detector(): - _hook_thread(nullptr), - _hook_retries(0), - _renderer_found(false), - _oglx_hooked(false), - rendererdetect_hook(nullptr), - game_renderer(nullptr) -{} - static decltype(dlsym)* real_dlsym = nullptr; -// hook library static loading extern "C" int XEventsQueued(Display *display, int mode) { auto h = X11_Hook::Inst(); - if( h->get_XEventsQueued() == nullptr ) - h->loadXEventsQueued((decltype(XEventsQueued)*)real_dlsym(RTLD_NEXT, "XEventsQueued")); + if( h->_XEventsQueued == nullptr ) + h->_XEventsQueued = reinterpret_cast(real_dlsym(RTLD_NEXT, "XEventsQueued")); return X11_Hook::MyXEventsQueued(display, mode); } @@ -727,26 +658,26 @@ extern "C" int XEventsQueued(Display *display, int mode) //extern "C" int XPeekEvent(Display *display, XEvent *event) //{ // auto h = X11_Hook::Inst(); -// if( h->get_XPeekEvent() == nullptr ) -// h->loadXPeekEvent((decltype(XPeekEvent)*)real_dlsym(RTLD_NEXT, "XPeekEvent")); +// if( h->_XPeekEvent == nullptr ) +// h->_XPeekEvent = reinterpret_cast(real_dlsym(RTLD_NEXT, "XPeekEvent")); // -// return X11_Hook::MyXPeekEvent(display, event); +// return X11_Hook::MyXPeekEvent(display, mode); //} //extern "C" int XNextEvent(Display *display, XEvent *event) //{ // auto h = X11_Hook::Inst(); -// if( h->get_XNextEvent() == nullptr ) -// h->loadXNextEvent((decltype(XNextEvent)*)real_dlsym(RTLD_NEXT, "XNextEvent")); +// if( h->_XNextEvent == nullptr ) +// h->_XNextEvent = reinterpret_cast(real_dlsym(RTLD_NEXT, "XNextEvent")); // -// return X11_Hook::MyXNextEvent(display, event); +// return X11_Hook::MyXNextEvent(display, mode); //} extern "C" int XPending(Display *display) { auto h = X11_Hook::Inst(); - if( h->get_XPending() == nullptr ) - h->loadXPending((decltype(XPending)*)real_dlsym(RTLD_NEXT, "XPending")); + if( h->_XPending == nullptr ) + h->_XPending = reinterpret_cast(real_dlsym(RTLD_NEXT, "XPending")); return X11_Hook::MyXPending(display); } @@ -785,6 +716,24 @@ extern "C" __GLXextFuncPtr glXGetProcAddressARB (const GLubyte* procName) return func; } +void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) +{ + /* + _this->rendererdetect_hook = new Base_Hook(); + Hook_Manager& hm = Hook_Manager::Inst(); + hm.AddHook(_this->rendererdetect_hook); + */ +} + +Renderer_Detector::Renderer_Detector(): + _hook_thread(nullptr), + _hook_retries(0), + _renderer_found(false), + _oglx_hooked(false), + rendererdetect_hook(nullptr), + game_renderer(nullptr) +{} + extern "C" void* dlsym(void* handle, const char* name) { if (real_dlsym == nullptr) diff --git a/overlay_experimental/linux/Linux_Detour.cpp b/overlay_experimental/linux/Linux_Detour.cpp deleted file mode 100644 index 52d7128..0000000 --- a/overlay_experimental/linux/Linux_Detour.cpp +++ /dev/null @@ -1,636 +0,0 @@ -#include "Linux_Detour.h" - -#include -#include - -#include - -#include -#include -#include -#include - -#include "../../dll/base.h" - -//------------------------------------------------------------------------------// -// Helper funcs -//------------------------------------------------------------------------------// -constexpr static auto relative_addr_jump_size = sizeof(int32_t); -constexpr static auto relative_jump_size = 1 + relative_addr_jump_size; -constexpr static auto absolute_jump_size = 6; - -struct -{ - bool has_r_m; - uint8_t base_size; -} s_opcodes[256] = -{ - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 0 - 7 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 8 - 15 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 16 - 23 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 24 - 31 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 32 - 39 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 40 - 47 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 48 - 55 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 56 - 63 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 64 - 71 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 72 - 79 - // PUSH ... - {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 80 - 87 - // POP ... - {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 88 - 95 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 96 - 103 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 104 - 111 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 112 - 129 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 120 - 127 - // MOV, ADD, ... R8 <- IMM8 TEST_8 TEST XCHG_8 XCHG - {true , 3}, {true , 6}, {true , 3}, {true , 3}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, // 128 - 135 - // MOV_8 MOV MOV_R8_B MOV_R32_D MOV_32_ES LEA MOV_ES_32 POP - {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {false, 2}, // 136 - 143 - // NOP - {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 144 - 151 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 152 - 159 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 160 - 167 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 168 - 175 - // MOV_AL MOV_CL MOV_DL MOV_BL MOV_AH MOV_CH MOV_DH MOV_BH - {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, // 176 - 183 - // MOV_EAX MOV_ECX MOV_EDX MOV_EBX MOV_ESP MOV_EBP MOV_ESI MOV_EDI, - {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, // 184 - 191 - // RETN_IMM16 RETN - {false, 0}, {false, 0}, {false, 3}, {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 192 - 199 - // LEAVE RETF_IMM16 RETF INT INT_IMM8 INTO - {false, 0}, {false, 1}, {false, 3}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 0}, // 200 - 207 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 208 - 215 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 216 - 223 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 224 - 231 - // CALL JMP LJMP SHORT_JMP - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 232 - 239 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 240 - 247 - // EXTENDED - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 6}, // 248 - 255 -}; - -static constexpr auto mod_mask = 0xC0; -static constexpr auto register_addressing_mode = 0xC0; -static constexpr auto four_bytes_signed_displacement = 0x80; -static constexpr auto one_byte_signed_displacement = 0x40; - -static constexpr auto rm_mask = 0x05; -static constexpr auto displacement_only_addressing = 0x05; -static constexpr auto sib_with_no_displacement = 0x04; -static constexpr auto register_indirect_addressing_mode = 0x00; - -enum opcodes_e // Commonly used opcode in the beginning of functions -{ - PUSH_EAX = 0x50, PUSH_ECX, PUSH_EDX, PUSH_EBX, PUSH_ESP, PUSH_EBP, PUSH_ESI, PUSH_EDI, - POP_EAX , POP_ECX , POP_EDX , POP_EBX , POP_ESP , POP_EBP , POP_ESI , POP_EDI , - - R8_IMM8 = 0x80, R32_IMM32, R8_IMM8_2, R32_IMM8, - TEST_8, TEST, - XCHG_8, XCHG, - MOV_8 , MOV, - MOV_8_B, MOV_32_D, MOV_32_ES, - LEA, - MOV_ES_32, POP, - NOP, - MOV_AL = 0xB0, MOV_CL, MOV_DL, MOV_BL, MOV_AH, MOV_CH, MOV_DH, MOV_BH, - MOV_EAX, MOV_ECX, MOV_EDX, MOV_EBX, MOV_ESP, MOV_EBP, MOV_ESI, MOV_EDI, - RETN_IMM16 = 0xC2, RETN, - LEAVE = 0xC9, RETF_IMM16, RETF, INT, INT_IMM8, INTO, - CALL = 0xE8, // 5 bytes don't process - JMP, // 5 bytes don't process - LJMP, // 7 bytes, don't process - SHORT_JMP, // 2 bytes don't process - EXTENDED = 0xFF, -}; - -const char* opcode_name(uint8_t opcode) -{ -#define NAME(opcode_name) case opcode_name: return #opcode_name - switch( opcode ) - { - NAME(PUSH_EAX); NAME(PUSH_ECX); NAME(PUSH_EDX); NAME(PUSH_EBX); - NAME(PUSH_ESP); NAME(PUSH_EBP); NAME(PUSH_ESI); NAME(PUSH_EDI); - NAME(POP_EAX); NAME(POP_ECX); NAME(POP_EDX); NAME(POP_EBX); - NAME(POP_ESP); NAME(POP_EBP); NAME(POP_ESI); NAME(POP_EDI); - NAME(R8_IMM8); NAME(R32_IMM32); NAME(R8_IMM8_2); NAME(R32_IMM8); - NAME(TEST_8); NAME(TEST); NAME(XCHG_8); NAME(XCHG); NAME(MOV_8); NAME(MOV); - NAME(MOV_8_B); NAME(MOV_32_D); NAME(MOV_32_ES); - NAME(LEA); - NAME(MOV_ES_32); NAME(POP); - NAME(NOP); - NAME(MOV_AL) ; NAME(MOV_CL) ; NAME(MOV_DL) ; NAME(MOV_BL) ; NAME(MOV_AH) ; NAME(MOV_CH) ; NAME(MOV_DH) ; NAME(MOV_BH) ; - NAME(MOV_EAX); NAME(MOV_ECX); NAME(MOV_EDX); NAME(MOV_EBX); NAME(MOV_ESP); NAME(MOV_EBP); NAME(MOV_ESI); NAME(MOV_EDI); - NAME(RETN_IMM16); NAME(RETN); NAME(LEAVE); NAME(RETF_IMM16); NAME(RETF); - NAME(INT); NAME(INT_IMM8); NAME(INTO); NAME(CALL); NAME(JMP); NAME(LJMP); NAME(SHORT_JMP); - NAME(EXTENDED); - } -#undef NAME - return "no registered"; -} - -#pragma pack(push, 1) - -struct trampoline_x86_t -{ - uint8_t trampolineBytes[16+relative_jump_size]; // trampoline + original function opcodes - uint8_t hookJump[relative_jump_size]; // jump to hook addr, needed because of relative jump overflow - uint8_t nOriginalBytes; // number of original function bytes bkp -}; - -typedef trampoline_x86_t trampoline_t; - -struct trampoline_region_t -{ - uint8_t numTrampolines; // current trampolines allocated - trampoline_t *trampolines_start; // start pointer of current region trampolines - trampoline_t *next_free_trampoline; // next free trampoline in region -}; - -#pragma pack(pop) - -struct transaction_t -{ - bool detach; - void** ppOriginalFunc; - trampoline_t *trampoline; -}; - -static std::list trampoline_regions; - -static bool transaction_started = false; -static std::list cur_transaction; - -inline size_t page_size() -{ - static size_t _page_size = sysconf(_SC_PAGESIZE); - return _page_size; -} - -inline size_t region_size() -{ - return page_size(); -} - -static uint8_t max_trampolines_in_region = region_size() / sizeof(trampoline_t); - -inline void* library_address_by_handle(void *library) -{ - return (library == nullptr ? nullptr : *reinterpret_cast(library)); -} - -inline size_t page_align(size_t size, size_t page_size) -{ - return (size+(page_size-1)) & (((size_t)-1)^(page_size-1)); -} - -inline void* page_addr(void* addr, size_t page_size) -{ - return reinterpret_cast(reinterpret_cast(addr) & (((size_t)-1)^(page_size-1))); -} - -//////////////////////////////////////////////////// -/// Tiny disasm - -bool is_opcode_terminating_function(uint8_t* pCode) -{ - switch( *pCode ) - { - case LEAVE: - case RETN: case RETN_IMM16: - case RETF: case RETF_IMM16: - case INT: case INT_IMM8: case INTO: - return true; - } - return false; -} - -int find_space_for_trampoline(uint8_t* func, int bytes_needed) -{ - if( func == nullptr ) - return -1; - - int code_len = 0; - bool search = true; - uint8_t *startCode = reinterpret_cast(func); - uint8_t *pCode = startCode; - while( search ) // Find opcodes size and try to find at least 5 bytes for our JMP - { - if( is_opcode_terminating_function(pCode) ) - break; - - if( s_opcodes[*pCode].has_r_m ) - { // MOD-REG-R/M Byte - // 7 6 5 4 3 2 1 0 - bits - //[ MOD ][ REG ][ R/M ] - switch( pCode[1] & mod_mask ) // Check MOD to know how many bytes we have after this opcode - { - case register_addressing_mode : pCode += s_opcodes[*pCode].base_size ; break;// register addressing mode [opcode] [R/M] [XX] - case four_bytes_signed_displacement: pCode += s_opcodes[*pCode].base_size+5; break;// address mode byte + 4 bytes displacement - case one_byte_signed_displacement : pCode += s_opcodes[*pCode].base_size+2; break;// address mode byte + 1 byte displacement - case 0x00: - switch( pCode[1] & rm_mask ) - { - case sib_with_no_displacement : pCode += s_opcodes[*pCode].base_size+1; break;// SIB with no displacement - case displacement_only_addressing : pCode += s_opcodes[*pCode].base_size+4; break;// 4 bytes Displacement only addressing mode - case register_indirect_addressing_mode: pCode += s_opcodes[*pCode].base_size; // Register indirect addressing mode - } - } - } - else if( s_opcodes[*pCode].base_size ) - { - pCode += s_opcodes[*pCode].base_size; - } - else - { - switch( *pCode ) - { - case CALL: case JMP: case LJMP: case SHORT_JMP: - PRINT_DEBUG("JMP or CALL is forbidden for trampolines.\n"); - search = false; - break; - - case EXTENDED: - //std::cerr << "IMPORT_JUMP is not handled" << std::endl; - if (pCode[1] == 0x25) // This is an imported function - { // Get the true function call - //pCode = (uint8_t*)*(pCode+2); - //startCode = pCode; - // For now disable this case - search = false; - } - else - { - search = false; - } - break; - - default: - PRINT_DEBUG("Unknown opcode %02X\n", (int)*pCode); - search = false; - } - } - - if( (pCode - startCode) >= bytes_needed && search ) - { - search = false; - code_len = pCode-startCode; - } - } - return code_len; -} - -/////////////////////////////////////////// -// Tiny asm - -inline uint8_t* gen_immediate_addr(uint8_t* opcode_addr, uint8_t* dest) -{ - *reinterpret_cast(opcode_addr) = (dest - (opcode_addr + relative_addr_jump_size)); - return opcode_addr + relative_addr_jump_size; -} - -inline uint8_t* gen_immediate_jump(uint8_t* opcode_addr, uint8_t* dest) -{ - *opcode_addr++ = JMP; - return gen_immediate_addr(opcode_addr, dest); -} - -inline uint8_t* gen_immediate_call(uint8_t* opcode_addr, uint8_t* dest) -{ - *opcode_addr++ = CALL; - return gen_immediate_addr(opcode_addr, dest); -} - -uint8_t* relative_addr_to_absolute(int32_t rel_addr, uint8_t *code_addr) -{ - return code_addr + rel_addr + relative_jump_size; -} - -void alloc_new_trampoline_region() -{ - trampoline_region_t region; - - region.numTrampolines = 0; - // allocate new trampoline right in the middle of memory so relative jump can access any function - region.trampolines_start = reinterpret_cast(mmap((void*)std::numeric_limits::max(), // allocate the page near the half of memory addressing - region_size(), // size - PROT_EXEC|PROT_WRITE|PROT_READ, // protection - MAP_PRIVATE|MAP_32BIT|MAP_ANONYMOUS, // don't map a file but memory - -1, // fd = -1 - 0) // offset - ); - // Fill the region with 0 - std::fill(reinterpret_cast(region.trampolines_start), reinterpret_cast(region.trampolines_start)+region_size(), 0); - region.next_free_trampoline = region.trampolines_start; - // Protect trampoline region memory - mprotect((void*)region.trampolines_start, region_size(), PROT_READ|PROT_EXEC); - - trampoline_regions.push_back(region); -} - -trampoline_t* get_free_trampoline() -{ - if (!transaction_started) - return nullptr; - - trampoline_t *res = nullptr; - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [&res](trampoline_region_t ®ion){ - if( region.numTrampolines == max_trampolines_in_region ) - return false; - return true; - }); - - if( it == trampoline_regions.end() ) - { - alloc_new_trampoline_region(); - it = --trampoline_regions.end(); - } - res = it->next_free_trampoline; - - trampoline_t *next_new_trampoline = res+1; - if( it->numTrampolines != max_trampolines_in_region ) - { - while( next_new_trampoline->nOriginalBytes != 0 ) - { - ++next_new_trampoline; - } - } - else - { - next_new_trampoline = nullptr; - } - it->next_free_trampoline = next_new_trampoline; - - ++it->numTrampolines; - - return res; -} - -void clear_trampoline(trampoline_region_t& region, trampoline_t *trampoline) -{ - --region.numTrampolines; - - std::fill(reinterpret_cast(trampoline), reinterpret_cast(trampoline+1), 0); - if( region.next_free_trampoline == nullptr || region.next_free_trampoline > trampoline ) - region.next_free_trampoline = trampoline; -} - -inline bool is_page_inside_region(void *page, trampoline_region_t& region) -{ - if( page >= region.trampolines_start && page <= (region.trampolines_start+region_size()) ) - return true; - return false; -} - -//------------------------------------------------------------------------------// - -/* -#include -#include - -static pid_t tid = 0; - -struct dism_pthread_t -{ - uint32_t d0; - uint32_t d4; - uint32_t d8; - uint32_t dc; - uint32_t d10; - uint32_t d14; - uint32_t d18; - uint32_t d1c; - uint32_t d20; - uint32_t d24; - uint32_t d28; - uint32_t d2c; - uint32_t d30; - uint32_t d34; - uint32_t d38; - uint32_t d3c; - uint32_t d40; - uint32_t d44; - uint32_t d48; - uint32_t d4c; - uint32_t d50; - uint32_t d54; - uint32_t d58; - uint32_t d5c; - uint32_t d60; - uint32_t d64; - pid_t task_id; -}; -*/ - -int Linux_Detour::update_thread(pthread_t thread_id) -{ - //dism_pthread_t *dt = (dism_pthread_t*)thread_id; - - // dt->task_id == syscall(SYS_gettid); - - - return 0; -} - -int Linux_Detour::transaction_begin() -{ - if( transaction_started ) - return -1; - - transaction_started = true; - - return 0; -} - -int Linux_Detour::transaction_abort() -{ - if(!transaction_started) - return -1; - - for( auto &i : cur_transaction ) - { - trampoline_t *trampoline = i.trampoline; - void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ - if( is_page_inside_region(page_start, region) ) - return true; - return false; - }); - if( it != trampoline_regions.end() ) - { - clear_trampoline(*it, trampoline); - } - } - cur_transaction.clear(); - transaction_started = false; - - return 0; -} - -int Linux_Detour::transaction_commit() -{ - if (!transaction_started ) - return -1; - - for( auto &i : cur_transaction) - { - trampoline_t *trampoline = i.trampoline; - void **ppOriginalFunc = i.ppOriginalFunc; - - int res; - - if( i.detach ) - { - void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); - - *ppOriginalFunc = (void*)(relative_addr_to_absolute(*reinterpret_cast(trampoline->trampolineBytes+trampoline->nOriginalBytes+1), - trampoline->trampolineBytes)); - - void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); - - // Allow write on the original func - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - // Write the original opcodes - std::copy(trampoline->trampolineBytes, trampoline->trampolineBytes+trampoline->nOriginalBytes, - reinterpret_cast(*ppOriginalFunc)); - - // Remove write permission - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); - - // Allow write on trampoline page - res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - clear_trampoline(*reinterpret_cast(trampoline_page), trampoline); - - // Remove write permission - res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); - } - else - { - void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); - - // Allow write on the original func - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - // Write the jump to trampoline - gen_immediate_jump(reinterpret_cast(*ppOriginalFunc), trampoline->hookJump); - - // Remove write permission - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); - - *ppOriginalFunc = (void*)(trampoline->trampolineBytes); - } - } - cur_transaction.clear(); - transaction_started = false; - - return 0; -} - -int Linux_Detour::unhook_func(void** ppOriginalFunc, void* _hook) -{ - if( !transaction_started ) - return -EPERM; - - if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) - return -EINVAL; - - trampoline_t *trampoline = reinterpret_cast(*ppOriginalFunc); - void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ - if( is_page_inside_region(page_start, region) ) - return true; - return false; - }); - if( it != trampoline_regions.end() ) - { - cur_transaction.push_back({true, ppOriginalFunc, trampoline}); - } - - return -EINVAL; -} - -int Linux_Detour::hook_func(void** ppOriginalFunc, void* _hook) -{ - if( !transaction_started ) - return -EPERM; - - if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) - return -EINVAL; - - uint8_t* hook = reinterpret_cast(_hook); - uint8_t* pOriginalFunc = reinterpret_cast(*ppOriginalFunc); - int code_len = find_space_for_trampoline(pOriginalFunc, relative_jump_size); - - if( code_len < relative_jump_size ) - return -ENOSPC; - - // Allocate the trampoline, try to put it right in the middle of the mem, so a relative jump can access any function in the app (+/-2GB) - // - // Our hook is a 5 bytes JMP (1 bytes for opcode, 4 for RELATIVE jump) - // /!\ TODO: Add checks on JMP overflow - - trampoline_t *trampoline = get_free_trampoline(); - uint8_t *pTrampolineCode = trampoline->trampolineBytes; - - void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); - - // Enable write to the trampoline region - mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - // Create relative jmp to hook - gen_immediate_jump(trampoline->hookJump, hook); - // Copy original opcodes - trampoline->nOriginalBytes = code_len; - std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, pTrampolineCode); - pTrampolineCode += code_len; - // Create the relative jmp to original (function + backed up opcodes) - pTrampolineCode = gen_immediate_jump(pTrampolineCode, pOriginalFunc+code_len); - pTrampolineCode += relative_addr_jump_size; - - // Disable trampoline region write - mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); - - cur_transaction.push_back({false, ppOriginalFunc, trampoline}); - - return 0; -} - -/* ------ DOCUMENTATION ------ -http://www.c-jump.com/CIS77/CPU/x86/lecture.html <- some help to understand [MOD][REG][R/M] (see paragraph #6) -http://shell-storm.org/online/Online-Assembler-and-Disassembler <- online assembler -http://ref.x86asm.net/coder32.html <- opcodes reference - -X86 - -push ebx : 0x53 -sub esp ?? : 0x83 0xEC 0x?? -call ????????: 0xE8 0x?? 0x?? 0x?? 0x?? - - -// relative jmp: ???????? = dst_addr - curr_addr - 5 -jmp ???????? : 0xe9 0x?? 0x?? 0x?? 0x?? -destination = 0x8dba8 -jmp location: 0x91995 - opcodes: e9 0e c2 ff ff -0e c2 ff ff = 0x8dba8 - 0x91995 - 5 - -// short jmp: ?? = dst_addr - curr_addr - 2 -jmp short ??: 0xeb 0x?? -destination = 0x91964 -jmp location: 0x9198f - opcodes: 0xeb 0xd3 -d3 = 0x91964 - 0x9198f - 2 - -X64 - -TODO: - Hint: make relative jump to near (+/-2Gb) code : 5 bytes - load absolute addr into R11 and call a jmp on register R11 : 13 bytes - Or - Reuse x86 relative jmp method - -Example: -mov r11, 0x0123456789abcdef -> 0x49 0xbb 0xef 0xcd 0xab 0x89 0x67 0x45 0x23 0x01 -jmp r11 -> 0x41 0xff 0xe3 - - -*/ diff --git a/overlay_experimental/linux/Linux_Detour.h b/overlay_experimental/linux/Linux_Detour.h deleted file mode 100644 index bbc1760..0000000 --- a/overlay_experimental/linux/Linux_Detour.h +++ /dev/null @@ -1,16 +0,0 @@ -#ifndef LINUX_DETOUR_H -#define LINUX_DETOUR_H - -#include - -namespace Linux_Detour -{ - int update_thread(pthread_t thread_id); - int transaction_begin(); - int transaction_abort(); - int transaction_commit(); - int hook_func(void** ppOriginalFunc, void* _hook); - int unhook_func(void** ppOriginalFunc, void* _hook); -}; - -#endif // LINUX_DETOUR_H diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h index 5282466..08a0aba 100644 --- a/overlay_experimental/linux/X11_Hook.h +++ b/overlay_experimental/linux/X11_Hook.h @@ -9,9 +9,14 @@ #include // XEvent types #include // XEvent structure +extern "C" int XEventsQueued(Display *display, int mode); +extern "C" int XPending(Display *display); + class X11_Hook : public Base_Hook { public: + friend int XEventsQueued(Display *display, int mode); + friend int XPending(Display *display); static constexpr const char* DLL_NAME = "libX11.so"; private: @@ -27,8 +32,6 @@ private: int check_for_overlay(Display *d, int num_events); // Hook to X11 window messages - - decltype(XEventsQueued)* _XEventsQueued; decltype(XPeekEvent)* _XPeekEvent; decltype(XNextEvent)* _XNextEvent; @@ -37,12 +40,12 @@ private: //decltype(XLookupKeysym)* _XLookupKeysym; //decltype(XGetGeometry)* _XGetGeometry; -public: static int MyXEventsQueued(Display * display, int mode); static int MyXNextEvent(Display* display, XEvent *event); static int MyXPeekEvent(Display* display, XEvent *event); static int MyXPending(Display* display); +public: virtual ~X11_Hook(); void resetRenderState(); @@ -53,16 +56,6 @@ public: bool start_hook(); static X11_Hook* Inst(); virtual const char* get_lib_name() const; - - inline decltype(XEventsQueued)* get_XEventsQueued() const { return _XEventsQueued; } - inline decltype(XPeekEvent)* get_XPeekEvent() const { return _XPeekEvent; } - inline decltype(XNextEvent)* get_XNextEvent() const { return _XNextEvent; } - inline decltype(XPending)* get_XPending() const { return _XPending; } - - inline void loadXEventsQueued(decltype(XEventsQueued)* pfnXEventsQueued) { _XEventsQueued = pfnXEventsQueued; } - inline void loadXPeekEvent(decltype(XPeekEvent)* pfnXPeekEvent) { _XPeekEvent = pfnXPeekEvent; } - inline void loadXNextEvent(decltype(XNextEvent)* pfnXNextEvent) { _XNextEvent = pfnXNextEvent; } - inline void loadXPending(decltype(XPending)* pfnXPending) { _XPending = pfnXPending; } }; #endif//NO_OVERLAY From dd1a21dae9eadea4e657312ab51058786ba54eea Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 17:32:47 +0200 Subject: [PATCH 130/152] Clean Linux hook, not needed Linux uses LD_PRELOAD to load the overlay --- overlay_experimental/Base_Hook.cpp | 60 +++++++++++++++++++----------- scripts/find_interfaces.sh | 0 2 files changed, 38 insertions(+), 22 deletions(-) mode change 100644 => 100755 scripts/find_interfaces.sh diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index a9889c0..e660729 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -8,23 +8,6 @@ #include "../detours/detours.h" -#define DETOUR_HOOKBEGIN DetourTransactionBegin -#define DETOUR_UPDATETHREAD() DetourUpdateThread(GetCurrentThread()) -#define DETOUR_ENDHOOK DetourTransactionCommit -#define DETOUR_HOOK DetourAttach -#define DETOUR_UNHOOK DetourDetach - -#elif defined(__LINUX__) -#include "linux/Linux_Detour.h" - -#define DETOUR_HOOKBEGIN Linux_Detour::transaction_begin -#define DETOUR_UPDATETHREAD() Linux_Detour::update_thread(pthread_self()) -#define DETOUR_ENDHOOK Linux_Detour::transaction_commit -#define DETOUR_HOOK Linux_Detour::hook_func -#define DETOUR_UNHOOK Linux_Detour::unhook_func - -#endif - Base_Hook::Base_Hook(): _library(nullptr) {} @@ -41,18 +24,18 @@ const char* Base_Hook::get_lib_name() const void Base_Hook::BeginHook() { - DETOUR_HOOKBEGIN(); - DETOUR_UPDATETHREAD(); + DetourTransactionBegin(); + DetourUpdateThread(GetCurrentThread()); } void Base_Hook::EndHook() { - DETOUR_ENDHOOK(); + DetourTransactionCommit(); } void Base_Hook::HookFunc(std::pair hook) { - if( DETOUR_HOOK(hook.first, hook.second) == 0 ) + if( DetourAttach(hook.first, hook.second) == 0 ) _hooked_funcs.emplace_back(hook); } @@ -62,11 +45,44 @@ void Base_Hook::UnhookAll() { BeginHook(); std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { - DETOUR_UNHOOK(hook.first, hook.second); + DetourDetach(hook.first, hook.second); }); EndHook(); _hooked_funcs.clear(); } } +#else + +Base_Hook::Base_Hook(): + _library(nullptr) +{} + +Base_Hook::~Base_Hook() +{ +} + +const char* Base_Hook::get_lib_name() const +{ + return ""; +} + +void Base_Hook::BeginHook() +{ +} + +void Base_Hook::EndHook() +{ +} + +void Base_Hook::HookFunc(std::pair hook) +{ +} + +void Base_Hook::UnhookAll() +{ +} + +#endif + #endif//NO_OVERLAY diff --git a/scripts/find_interfaces.sh b/scripts/find_interfaces.sh old mode 100644 new mode 100755 From 1af7902aaed6629925ffb3cf0f442cfcd155a696 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 19:08:14 +0200 Subject: [PATCH 131/152] Add dummy funcs. --- overlay_experimental/steam_overlay.h | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 95f76c7..86613fb 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -183,8 +183,10 @@ public: void FriendConnect(Friend _friend) {} void FriendDisconnect(Friend _friend) {} - - void AddNotification(std::string const& message) {} + + void AddMessageNotification(std::string const& message) {} + void AddAchievementNotification(nlohmann::json const& ach) {} + void AddInviteNotification(std::pair &wnd_state) {} }; #endif From 695954e13af1894b96775537c0f492c63b56c04e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 16 Oct 2019 16:56:41 +0200 Subject: [PATCH 132/152] Add software cursor to Linux overlay too --- overlay_experimental/steam_overlay.cpp | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 7cb741f..b6a1c4b 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -166,6 +166,17 @@ void Steam_Overlay::ShowOverlay(bool state) if (!Ready() || show_overlay == state) return; + ImGuiIO &io = ImGui::GetIO(); + + if(state) + { + io.MouseDrawCursor = true; + } + else + { + io.MouseDrawCursor = false; + } + #ifdef __WINDOWS__ static RECT old_clip; @@ -197,12 +208,10 @@ void Steam_Overlay::ShowOverlay(bool state) clipRect.bottom -= borderWidth; ClipCursor(&clipRect); - ImGui::GetIO().MouseDrawCursor = true; } else { ClipCursor(&old_clip); - ImGui::GetIO().MouseDrawCursor = false; } #else From 547cbdbb4e1e03f7125e36256014f40250b56871 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 17 Oct 2019 18:03:19 +0200 Subject: [PATCH 133/152] Added barrier to DX12 overlay. Gears5 seems to have a problem with the overlay. While loading and in the main menu, it works fine, but if you press enter, it crashes saying the GPU is not responding. Can't debug it with CODEX, it checks for a debugger. Works fine on sniper elite5. --- overlay_experimental/windows/DX12_Hook.cpp | 46 ++++++++++++++++------ overlay_experimental/windows/DX12_Hook.h | 3 +- 2 files changed, 35 insertions(+), 14 deletions(-) diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index e798a1e..30ff4ab 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -45,10 +45,13 @@ void DX12_Hook::resetRenderState() { pSrvDescHeap->Release(); for (UINT i = 0; i < bufferCount; ++i) + { pCmdAlloc[i]->Release(); + pBackBuffer[i]->Release(); + } pRtvDescHeap->Release(); - delete[]pMainRenderTargets; delete[]pCmdAlloc; + delete[]pBackBuffer; ImGui_ImplDX12_Shutdown(); Windows_Hook::Inst()->resetRenderState(); @@ -83,6 +86,8 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) bufferCount = sc_desc.BufferCount; + mainRenderTargets.clear(); + { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; @@ -111,15 +116,14 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); - pMainRenderTargets = new D3D12_CPU_DESCRIPTOR_HANDLE[bufferCount]; pCmdAlloc = new ID3D12CommandAllocator * [bufferCount]; for (int i = 0; i < bufferCount; ++i) { - pMainRenderTargets[i] = rtvHandle; + mainRenderTargets.push_back(rtvHandle); rtvHandle.ptr += rtvDescriptorSize; } } - + for (UINT i = 0; i < sc_desc.BufferCount; ++i) { if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc[i])) != S_OK) @@ -132,7 +136,6 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pCmdAlloc[j]->Release(); } pRtvDescHeap->Release(); - delete[]pMainRenderTargets; delete[]pCmdAlloc; return; } @@ -147,16 +150,15 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) for (UINT i = 0; i < bufferCount; ++i) pCmdAlloc[i]->Release(); pRtvDescHeap->Release(); - delete[]pMainRenderTargets; delete[]pCmdAlloc; return; } + pBackBuffer = new ID3D12Resource * [bufferCount]; for (UINT i = 0; i < bufferCount; i++) { - ID3D12Resource* pBackBuffer = NULL; - pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); - pDevice->CreateRenderTargetView(pBackBuffer, NULL, pMainRenderTargets[i]); + pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer[i])); + pDevice->CreateRenderTargetView(pBackBuffer[i], NULL, mainRenderTargets[i]); } ImGui::CreateContext(); @@ -180,16 +182,31 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui::NewFrame(); get_steam_client()->steam_overlay->OverlayProc(); - + UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pBackBuffer[bufferIndex]; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + + pCmdAlloc[bufferIndex]->Reset(); pCmdList->Reset(pCmdAlloc[bufferIndex], NULL); - pCmdList->OMSetRenderTargets(1, &pMainRenderTargets[bufferIndex], FALSE, NULL); + pCmdList->ResourceBarrier(1, &barrier); + pCmdList->OMSetRenderTargets(1, &mainRenderTargets[bufferIndex], FALSE, NULL); pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap); ImGui::Render(); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); + + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + pCmdList->ResourceBarrier(1, &barrier); pCmdList->Close(); + pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList); pSwapChain3->Release(); @@ -218,6 +235,7 @@ void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_thi { DX12_Hook* me = DX12_Hook::Inst(); me->pCmdQueue = _this; + (_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists); } @@ -225,7 +243,6 @@ DX12_Hook::DX12_Hook(): initialized(false), pCmdQueue(nullptr), bufferCount(0), - pMainRenderTargets(nullptr), pCmdAlloc(nullptr), pSrvDescHeap(nullptr), pCmdList(nullptr), @@ -249,10 +266,13 @@ DX12_Hook::~DX12_Hook() { pSrvDescHeap->Release(); for (UINT i = 0; i < bufferCount; ++i) + { pCmdAlloc[i]->Release(); + pBackBuffer[i]->Release(); + } pRtvDescHeap->Release(); - delete[]pMainRenderTargets; delete[]pCmdAlloc; + delete[]pBackBuffer; ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui::DestroyContext(); diff --git a/overlay_experimental/windows/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h index a3595cc..f2a301f 100644 --- a/overlay_experimental/windows/DX12_Hook.h +++ b/overlay_experimental/windows/DX12_Hook.h @@ -22,11 +22,12 @@ private: ID3D12CommandQueue* pCmdQueue; UINT bufferCount; - D3D12_CPU_DESCRIPTOR_HANDLE* pMainRenderTargets; + std::vector mainRenderTargets; ID3D12CommandAllocator** pCmdAlloc; ID3D12DescriptorHeap* pSrvDescHeap; ID3D12GraphicsCommandList* pCmdList; ID3D12DescriptorHeap* pRtvDescHeap; + ID3D12Resource** pBackBuffer; // Functions DX12_Hook(); From c8288d6bf344ac8901874bb1dbb244221a1db90a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 15:57:04 +0100 Subject: [PATCH 134/152] Added file to disable overlay Disable the overlay by creating a file disable_overlay.txt next to steam_api.dll --- dll/dll.cpp | 3 ++- dll/steam_client.cpp | 8 ++++++-- dll/steam_client.h | 1 + 3 files changed, 9 insertions(+), 3 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index eec37d9..08d78ef 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -212,7 +212,8 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_Init() Steam_Client* client = get_steam_client(); client->userLogIn(); #ifndef NO_OVERLAY - client->steam_overlay->SetupOverlay(); + if( client->enable_overlay ) + client->steam_overlay->SetupOverlay(); #endif return true; diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 052b456..92d1e3a 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -41,11 +41,15 @@ static void background_thread(Steam_Client *client) Steam_Client::Steam_Client() { - uint32 appid = create_localstorage_settings(&settings_client, &settings_server, &local_storage); std::string items_db_file_path = (Local_Storage::get_game_settings_path() + "items.json"); - network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts)); + { + std::ifstream chk_ovlay(Local_Storage::get_program_path() + PATH_SEPARATOR + "disable_overlay.txt", std::ios::in); + if (chk_ovlay) + enable_overlay = false; + } + network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts), settings_server->disable_networking); callback_results_client = new SteamCallResults(); callback_results_server = new SteamCallResults(); diff --git a/dll/steam_client.h b/dll/steam_client.h index 75c0f58..df790e0 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -124,6 +124,7 @@ public: Steam_Overlay* steam_overlay; + bool enable_overlay = true; bool user_logged_in = false; bool server_init = false; std::thread background_keepalive; From a318e04959b4a0cec5c114ee0c580a860c504bcf Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 15:58:54 +0100 Subject: [PATCH 135/152] Merge branch 'master' into my_master --- Readme_release.txt | 1 + dll/base.cpp | 6 +- dll/local_storage.cpp | 79 ++++ dll/local_storage.h | 4 + dll/steam_inventory.h | 117 +++-- dll/steam_user_stats.cpp | 9 +- generate_game_infos/generate_game_infos.cpp | 462 ++++++++++++++++++++ 7 files changed, 636 insertions(+), 42 deletions(-) create mode 100644 generate_game_infos/generate_game_infos.cpp diff --git a/Readme_release.txt b/Readme_release.txt index c0d11e0..a646f75 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -71,6 +71,7 @@ An example can be found in steam_settings.EXAMPLE that works with Killing Floor The items.json syntax is simple, you SHOULD validate your .json file before trying to run your game or you won't have any item in your inventory. Just look for "online json validator" on your web brower to valide your file. You can use https://steamdb.info/ to list items and attributes they have and put them into your .json. Keep in mind that some item are not valid to have in your inventory. For example, in PayDay2 all items below item_id 50000 will make your game crash. +items.json should contain all the item definitions for the game, default_items.json is the quantity of each item that you want a user to have initially in their inventory. By default the user will have no items. Leaderboards: By default the emulator assumes all leaderboards queried by the game (FindLeaderboard()) exist and creates them with the most common options (sort method descending, display type numeric) diff --git a/dll/base.cpp b/dll/base.cpp index 72ec0fa..32a0ab7 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -158,17 +158,17 @@ std::string get_lib_path() { int i = 0; struct dirent *ep; dp = opendir (dir.c_str()); - unsigned long long int p = (unsigned long long int)&get_lib_path; + uintptr_t p = (uintptr_t)&get_lib_path; if (dp != NULL) { while ((ep = readdir (dp))) { if (memcmp(ep->d_name, ".", 2) != 0 && memcmp(ep->d_name, "..", 3) != 0) { char *upper = NULL; - unsigned long long int lower_bound = strtoull(ep->d_name, &upper, 16); + uintptr_t lower_bound = strtoull(ep->d_name, &upper, 16); if (lower_bound) { ++upper; - unsigned long long int upper_bound = strtoull(upper, &upper, 16); + uintptr_t upper_bound = strtoull(upper, &upper, 16); if (upper_bound && (lower_bound < p && p < upper_bound)) { std::string path = dir + PATH_SEPARATOR + ep->d_name; char link[PATH_MAX] = {}; diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index d5d6d46..9f84317 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -127,6 +127,21 @@ bool Local_Storage::update_save_filenames(std::string folder) return true; } +bool Local_Storage::load_json(std::string full_path, nlohmann::json& json) +{ + return false; +} + +bool Local_Storage::load_json_file(std::string folder, std::string const&file, nlohmann::json& json) +{ + return false; +} + +bool Local_Storage::write_json_file(std::string folder, std::string const&file, nlohmann::json const& json) +{ + return false; +} + std::vector Local_Storage::get_filenames_path(std::string path) { return std::vector(); @@ -680,4 +695,68 @@ bool Local_Storage::update_save_filenames(std::string folder) return true; } +bool Local_Storage::load_json(std::string full_path, nlohmann::json& json) +{ + std::ifstream inventory_file(full_path); + // If there is a file and we opened it + if (inventory_file) + { + inventory_file.seekg(0, std::ios::end); + size_t size = inventory_file.tellg(); + std::string buffer(size, '\0'); + inventory_file.seekg(0); + // Read it entirely, if the .json file gets too big, + // I should look into this and split reads into smaller parts. + inventory_file.read(&buffer[0], size); + inventory_file.close(); + + try { + json = std::move(nlohmann::json::parse(buffer)); + PRINT_DEBUG("Loaded json \"%s\". Loaded %u items.\n", full_path.c_str(), json.size()); + return true; + } catch (std::exception& e) { + PRINT_DEBUG("Error while parsing \"%s\" json: %s\n", full_path.c_str(), e.what()); + } + } + else + { + PRINT_DEBUG("Couldn't open file \"%s\" to read json\n", full_path.c_str()); + } + + return false; +} + +bool Local_Storage::load_json_file(std::string folder, std::string const&file, nlohmann::json& json) +{ + if (!folder.empty() && folder.back() != *PATH_SEPARATOR) { + folder.append(PATH_SEPARATOR); + } + std::string inv_path = std::move(save_directory + appid + folder); + std::string full_path = inv_path + file; + + return load_json(full_path, json); +} + +bool Local_Storage::write_json_file(std::string folder, std::string const&file, nlohmann::json const& json) +{ + if (!folder.empty() && folder.back() != *PATH_SEPARATOR) { + folder.append(PATH_SEPARATOR); + } + std::string inv_path = std::move(save_directory + appid + folder); + std::string full_path = inv_path + file; + + create_directory(inv_path); + + std::ofstream inventory_file(full_path, std::ios::trunc | std::ios::out); + if (inventory_file) + { + inventory_file << std::setw(2) << json; + return true; + } + + PRINT_DEBUG("Couldn't open file \"%s\" to write json\n", full_path.c_str()); + + return false; +} + #endif diff --git a/dll/local_storage.h b/dll/local_storage.h index fb22db7..72aa5e2 100644 --- a/dll/local_storage.h +++ b/dll/local_storage.h @@ -59,6 +59,10 @@ public: std::string get_path(std::string folder); bool update_save_filenames(std::string folder); + + bool load_json(std::string full_path, nlohmann::json& json); + bool load_json_file(std::string folder, std::string const& file, nlohmann::json& json); + bool write_json_file(std::string folder, std::string const& file, nlohmann::json const& json); }; #endif diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 2eec7fb..83ccee2 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -58,8 +58,7 @@ class Steam_Inventory : std::string items_db_file; std::once_flag load_items_flag; bool call_definition_update; - bool definition_update_called; - bool full_update_called; + bool item_definitions_loaded; struct Steam_Inventory_Requests* new_inventory_result(bool full_query=true, const SteamItemInstanceID_t* pInstanceIDs = NULL, uint32 unCountInstanceIDs = 0) { @@ -89,6 +88,25 @@ struct Steam_Inventory_Requests *get_inventory_result(SteamInventoryResult_t res return &(*request); } +void read_items_db() +{ + std::string items_db_path = Local_Storage::get_game_settings_path() + items_user_file; + PRINT_DEBUG("Items file path: %s\n", items_db_path.c_str()); + local_storage->load_json(items_db_path, defined_items); +} + +void read_inventory_db() +{ + // If we havn't got any inventory + if (!local_storage->load_json_file("", items_user_file, user_items)) + { + // Try to load a default one + std::string items_db_path = Local_Storage::get_game_settings_path() + items_default_file; + PRINT_DEBUG("Default items file path: %s\n", items_db_path.c_str()); + local_storage->load_json(items_db_path, user_items); + } +} + public: static void run_every_runcb_cb(void *object) @@ -99,7 +117,17 @@ static void run_every_runcb_cb(void *object) obj->RunCallbacks(); } -Steam_Inventory(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, std::string items_db_file_path) +Steam_Inventory(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, class Local_Storage *local_storage): + settings(settings), + callback_results(callback_results), + callbacks(callbacks), + run_every_runcb(run_every_runcb), + local_storage(local_storage), + defined_items(nlohmann::json::object()), + user_items(nlohmann::json::object()), + inventory_loaded(false), + call_definition_update(false), + item_definitions_loaded(false) { items_db_file = items_db_file_path; PRINT_DEBUG("Items file path: %s\n", items_db_file.c_str()); @@ -163,6 +191,7 @@ bool GetResultItems( SteamInventoryResult_t resultHandle, if (pOutItemsArray != nullptr) { + SteamItemDetails_t *items_array_base = pOutItemsArray; uint32 max_items = *punOutItemsArraySize; if (request->full_query) { @@ -175,22 +204,38 @@ bool GetResultItems( SteamInventoryResult_t resultHandle, pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; ++pOutItemsArray; } - *punOutItemsArraySize = std::min(*punOutItemsArraySize, static_cast(items.size())); } else { for (auto &itemid : request->instance_ids) { if (!max_items) break; - pOutItemsArray->m_iDefinition = itemid; - pOutItemsArray->m_itemId = itemid; - pOutItemsArray->m_unQuantity = 1; - pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; - ++pOutItemsArray; - --max_items; + auto it = user_items.find(std::to_string(itemid)); + if (it != user_items.end()) { + pOutItemsArray->m_iDefinition = itemid; + pOutItemsArray->m_itemId = itemid; + + try + { + pOutItemsArray->m_unQuantity = it->get(); + } + catch (...) + { + pOutItemsArray->m_unQuantity = 0; + } + pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; + ++pOutItemsArray; + --max_items; + } } } + + *punOutItemsArraySize = pOutItemsArray - items_array_base; } else if (punOutItemsArraySize != nullptr) { - *punOutItemsArraySize = items.size(); + if (request->full_query) { + *punOutItemsArraySize = user_items.size(); + } else { + *punOutItemsArraySize = std::count_if(request->instance_ids.begin(), request->instance_ids.end(), [this](SteamItemInstanceID_t item_id){ return user_items.find(std::to_string(item_id)) != user_items.end();}); + } } PRINT_DEBUG("GetResultItems good\n"); @@ -278,8 +323,6 @@ bool GetAllItems( SteamInventoryResult_t *pResultHandle ) std::lock_guard lock(global_mutex); struct Steam_Inventory_Requests* request = new_inventory_result(); - if (!definition_update_called) call_definition_update = true; - if (pResultHandle != nullptr) *pResultHandle = request->inventory_result; @@ -531,7 +574,7 @@ bool LoadItemDefinitions() PRINT_DEBUG("LoadItemDefinitions\n"); std::lock_guard lock(global_mutex); - if (!definition_update_called) { + if (!item_definitions_loaded) { call_definition_update = true; } @@ -619,6 +662,7 @@ bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPrope { *punValueBufferSizeOut = 0; PRINT_DEBUG("Attr %s not found for item %d\n", pchPropertyName, iDefinition); + return false; } } else // Pass a NULL pointer for pchPropertyName to get a comma - separated list of available property names. @@ -654,8 +698,11 @@ bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPrope } } } + + return true; } - return true; + + return false; } @@ -782,35 +829,37 @@ bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventory void RunCallbacks() { if (call_definition_update || inventory_requests.size()) { - std::call_once(load_items_flag, [&]() { - std::thread items_load_thread(read_items_db, items_db_file, &items, &items_loaded); - items_load_thread.detach(); - }); - } + if (!item_definitions_loaded) { + read_items_db(); + item_definitions_loaded = true; - if (items_loaded) { - if (call_definition_update) { + //only gets called once + //also gets called when getting items SteamInventoryDefinitionUpdate_t data = {}; callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - call_definition_update = false; - definition_update_called = true; } + call_definition_update = false; + } + + if (inventory_requests.size() && !inventory_loaded) { + read_inventory_db(); + inventory_loaded = true; + } + + if (inventory_loaded) + { std::chrono::system_clock::time_point now = std::chrono::system_clock::now(); for (auto & r : inventory_requests) { if (!r.done && std::chrono::duration_cast>(now - r.time_created).count() > r.timeout) { if (r.full_query) { - if (!full_update_called) { - // SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems - // successfully returns a result which is newer / fresher than the last - // known result. - //TODO: should this always be returned for each get all item calls? - struct SteamInventoryFullUpdate_t data; - data.m_handle = r.inventory_result; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - full_update_called = true; - } + // SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems + // successfully returns a result which is newer / fresher than the last + // known result. + struct SteamInventoryFullUpdate_t data; + data.m_handle = r.inventory_result; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } { diff --git a/dll/steam_user_stats.cpp b/dll/steam_user_stats.cpp index 95138d6..217331a 100644 --- a/dll/steam_user_stats.cpp +++ b/dll/steam_user_stats.cpp @@ -31,7 +31,6 @@ unsigned int Steam_User_Stats::find_leaderboard(std::string name) void Steam_User_Stats::load_achievements_db() { - std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; local_storage->load_json(file_path, defined_achievements); } @@ -40,12 +39,12 @@ void Steam_User_Stats::load_achievements() local_storage->load_json_file("", achievements_user_file, user_achievements); } -void Steam_User_Stats::save_achievements() +void save_achievements() { local_storage->write_json_file("", achievements_user_file, user_achievements); } -Steam_User_Stats::Steam_User_Stats(Settings* settings, Local_Storage* local_storage, class SteamCallResults* callback_results, class SteamCallBacks* callbacks) : +Steam_User_Stats::Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks): settings(settings), local_storage(local_storage), callback_results(callback_results), @@ -317,7 +316,7 @@ const char* Steam_User_Stats::GetAchievementDisplayAttribute(const char* pchName std::lock_guard lock(global_mutex); - if (strcmp(pchKey, "name") == 0) { + 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; @@ -368,7 +367,7 @@ bool Steam_User_Stats::IndicateAchievementProgress(const char* pchName, uint32 n 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); if (it != defined_achievements.end()) { bool achieved = false; diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp new file mode 100644 index 0000000..7cbcaf3 --- /dev/null +++ b/generate_game_infos/generate_game_infos.cpp @@ -0,0 +1,462 @@ +#include +#include +#include +#include +#include +#include +#include + +#include +#include + +class CurlGlobal +{ + bool _init; + + CurlGlobal() :_init(false) {} + + ~CurlGlobal() { cleanup(); } + +public: + static CurlGlobal& Inst() + { + static CurlGlobal _this; + return _this; + } + + CURLcode init(long flags = CURL_GLOBAL_DEFAULT) { return curl_global_init(flags); } + void cleanup() + { + if (_init) + { + curl_global_cleanup(); + _init = false; + } + } +}; + +class CurlEasy +{ + CURL* _me; + bool _init; + std::string _buffer; + + static int writer(char* data, size_t size, size_t nmemb, + CurlEasy *_this) + { + if (_this == nullptr) + return 0; + + _this->_buffer.append(data, size * nmemb); + + return size * nmemb; + } + +public: + CurlEasy() :_me(nullptr), _init(false) {} + ~CurlEasy() { cleanup(); } + + bool init() + { + _init = (_me = curl_easy_init()) != nullptr; + if (_init) + { + if (curl_easy_setopt(_me, CURLOPT_WRITEFUNCTION, writer) != CURLE_OK) + { + cleanup(); + return false; + } + + if (curl_easy_setopt(_me, CURLOPT_WRITEDATA, this) != CURLE_OK) + { + cleanup(); + return false; + } + } + return _init; + } + + void cleanup() + { + if (_init) + { + curl_easy_cleanup(_me); + } + } + + CURLcode set_url(const std::string& url) + { + return curl_easy_setopt(_me, CURLOPT_URL, url.c_str()); + } + + CURLcode skip_verifypeer(bool skip = true) + { + return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYPEER, skip ? 0L : 1L); + } + + CURLcode skip_verifhost(bool skip = true) + { + return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYHOST, skip ? 0L : 1L); + } + + CURLcode connect_only(bool connect = true) + { + return curl_easy_setopt(_me, CURLOPT_CONNECT_ONLY, connect ? 1L : 0L); + } + + CURLcode perform() + { + _buffer.clear(); + return curl_easy_perform(_me); + } + + CURLcode recv(void *buffer, size_t buflen, size_t* read_len) + { + return curl_easy_recv(_me, buffer, buflen, read_len); + } + + CURLcode get_html_code(long &code) + { + return curl_easy_getinfo(_me, CURLINFO_RESPONSE_CODE, &code); + } + + std::string const& get_answer() const { return _buffer; } +}; + +// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ +// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI +// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=&appid= +/* +{ + "game" : { + "gameName" : "", + "availableGameStats" : { + "achievements" : { + ("" : { + "name" : "achievement_name", + "displayName" : "achievement name on screen", + "hidden" : (0|1), + ["description" : "",] + "icon" : "", + "icongray" : "" + }, + ...) + } + } + } +} +*/ +// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 +/* +"appid" : { + "success" : (true|false), + (success == true "data" : { + ... + "name" : "", + "steam_appid" : , + (OPT "dlc" : [, ]), + "header_image" : "" <-- Use this in the overlay ? + (OPT "achievements" : { + "total" : + }), + "background" : "" <-- Use this as the overlay background ? + (OPT "packages" : [, ]) + }) +} +*/ +// --------------------------------- +// -- Special thanks to psychonic -- +// --------------------------------- +// Get game items definition digest (Phase1): https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key=&appid=218620 +/* +{ + "response": { + "modified": 1566848385, + "digest": "3CDFC1CC1AC2B0D55D12C1C130F4294BDD6DF8D0" + } +} +*/ + +// Get game items definition: https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid=218620&digest= +/* +[ + { + "appid":"218620", + "itemdefid":"0", + "Timestamp":"2016-04-08T18:00:21.3643085Z", + "modified":"20160408T180021Z", + "date_created":"20160408T180021Z", + "type":"", + "display_type":"", + "name":"", + "quantity":0, + "description":"", + "tradable":false, + "marketable":false, + "commodity":false, + "drop_interval":0, + "drop_max_per_window":0, + "workshopid":"0" + }, + { + "appid":"218620", + "itemdefid":"50002", + "Timestamp":"2015-11-13T16:01:18.0338618Z", + "modified":"20151113T160117Z", + "date_created":"20151113T160117Z", + "type":"item", + "display_type":"", + "name":"Sputnik Safe", + "quantity":0, + "description":"[color=#2360D8]THE JUDGE SHOTGUN | Pixel [/color]\n[color=#2360D8]KOBUS 90 SUBMACHINE GUN | Red Stars[/color]\n[color=#2360D8]PLAINSRIDER BOW | Arctic Plains[/color]\n[color=#2360D8]GRUBER KURZ PISTOL | Little Leopard[/color]\n[color=#2360D8]HRL-7 ROCKET LAUNCHER | Headline[/color]\n[color=#2360D8]LOCOMOTIVE 12G SHOTGUN | Cosmonaut[/color]\n[color=#9900FF]FLAMETHROWER | St. Basil[/color]\n[color=#9900FF]JP36 RIFLE | Ice Leopard [/color]\n[color=#9900FF]CAR-4 RIFLE | Stripe On[/color]\n[color=#9900FF]BRONCO .44 REVOLVER | Black Bull[/color]\n[color=#FF00FF]BERNETTI 9 PISTOL | Angry Bear[/color]\n[color=#FF00FF]THANATOS .50 CAL SNIPER RIFLE | Matrjoschka[/color]\n[color=#FF00FF]M308 RIFLE | Helmet Space Program[/color]\n[color=#FF0000]CLARION RIFLE | Breaching Owl[/color]\n[color=#FF0000]MOSCONI 12G SHOTGUN | Bullet Bear Gun[/color]\n[color=#FFAA00]or an exceedingly rare special item![/color]", + "icon_url":"http://media.overkillsoftware.com/economy42gF2Y/safes_weapon_01.png", + "icon_url_large":"http://media.overkillsoftware.com/economy42gF2Y/safes_weapon_01.png", + "store_tags":"safe;sputnik safe;", + "tradable":true, + "marketable":true, + "commodity":false, + "drop_interval":0, + "drop_max_per_window":0, + "workshopid":"0", + "dsl_bonus":"false", + "item_name":"weapon_01", + "item_slot":"safes" + } +*/ + +#ifdef max +#undef max +#endif + +std::string steam_apikey; +std::string app_id; + +#if defined(WIN32) || defined(_WIN32) +#include + +static bool create_directory(std::string const& strPath) +{ + DWORD dwAttrib = GetFileAttributesA(strPath.c_str()); + + if (dwAttrib != INVALID_FILE_ATTRIBUTES && dwAttrib & FILE_ATTRIBUTE_DIRECTORY) + return true; + + return CreateDirectoryA(strPath.c_str(), NULL); +} +#elif defined(__linux__) +#include +#include +#include + +static bool create_directory(std::string const& strPath) +{ + struct stat sb; + + if (stat(strPath.c_str(), &sb) != 0) + { + return mkdir(strPath.c_str(), 0755) == 0; + } + if (S_ISDIR(sb.st_mode)) + return true; + + return false; +} + +#endif + +static void generate_achievements(CurlEasy &easy) +{ + std::string url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; + url += steam_apikey; + url += "&appid="; + url += app_id; + easy.set_url(url); + easy.perform(); + try + { + std::ofstream ach_file("achievements.json", std::ios::trunc | std::ios::out); + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + nlohmann::json output_json = nlohmann::json::array(); + + bool first = true; + int i = 0; + for (auto& item : json["game"]["availableGameStats"]["achievements"].items()) + { + output_json[i]["name"] = item.value()["name"]; + output_json[i]["displayName"] = item.value()["displayName"]; + output_json[i]["hidden"] = std::to_string(item.value()["hidden"].get()); + try + { + if( !item.value()["description"].is_null() ) + output_json[i]["description"] = item.value()["description"]; + else + output_json[i]["description"] = ""; + } + catch (...) + { + output_json[i]["description"] = ""; + } + + { + std::string icon_path = "images/" + item.value()["name"].get() + ".jpg"; + std::ofstream achievement_icon(icon_path, std::ios::out | std::ios::trunc | std::ios::binary); + if (!achievement_icon) + { + std::cerr << "Cannot create achievement icon \"" << icon_path << "\"" << std::endl; + return; + } + easy.set_url(item.value()["icon"]); + easy.perform(); + + std::string picture = easy.get_answer(); + achievement_icon.write(picture.c_str(), picture.length()); + + output_json[i]["icon"] = icon_path; + + } + { + std::string icon_path = "images/" + item.value()["name"].get() + "_gray.jpg"; + std::ofstream achievement_icon(icon_path, std::ios::out | std::ios::trunc | std::ios::binary); + if (!achievement_icon) + { + std::cerr << "Cannot create achievement icon \"" << icon_path << "\"" << std::endl; + return; + } + easy.set_url(item.value()["icongray"]); + easy.perform(); + + std::string picture = easy.get_answer(); + achievement_icon.write(picture.c_str(), picture.length()); + + output_json[i]["icongray"] = icon_path; + } + ++i; + } + ach_file << std::setw(2) << output_json; + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error in webapi key"; + } + else + { + std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; + } + std::cerr << std::endl; + } +} + +static void generate_items(CurlEasy& easy) +{ + std::string url = "http://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; + url += steam_apikey; + url += "&appid="; + url += app_id; + + easy.set_url(url); + easy.perform(); + + try + { + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + std::string digest = json["response"]["digest"]; + + url = "http://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; + url += app_id; + url += "&digest="; + url += digest; + + easy.set_url(url); + easy.perform(); + + nlohmann::json item_json = nlohmann::json::object(); + nlohmann::json default_item_json = nlohmann::json::object(); + + json = nlohmann::json::parse(easy.get_answer()); + std::ofstream items_file("items.json", std::ios::trunc | std::ios::out); + std::ofstream default_items_file("default_items.json", std::ios::trunc | std::ios::out); + + for (auto &i : json) + { + for (auto j = i.begin(); j != i.end(); ++j) + { + //if (j.key() == "itemdefid") + //{ + // j.value() = std::stoll(j.value().get()); + //} + //else + { + nlohmann::json& v = j.value(); + switch (v.type()) + { + case nlohmann::json::value_t::boolean: + v = (v.get() ? "true" : "false"); + break; + + case nlohmann::json::value_t::number_float: + v = std::to_string(v.get()); + break; + + case nlohmann::json::value_t::number_integer: + v = std::to_string(v.get()); + break; + + case nlohmann::json::value_t::number_unsigned: + v = std::to_string(v.get()); + break; + } + } + } + item_json[i["itemdefid"].get()] = i; + default_item_json[i["itemdefid"].get()] = 1; + } + + items_file << std::setw(2) << item_json; + default_items_file << std::setw(2) << default_item_json; + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error in webapi key"; + } + else + { + std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your items.json"; + } + std::cerr << std::endl; + } +} + +int main() +{ + if (!create_directory("images")) + { + std::cerr << "Cannot create directory \"images\"" << std::endl; + return -1; + } + + CurlGlobal& cglobal = CurlGlobal::Inst(); + cglobal.init(); + + CurlEasy easy; + if (easy.init()) + { + std::cout << "Enter the game appid: "; + std::cin >> app_id; + std::cout << "Enter your webapi key: "; + std::cin.clear(); + std::cin.ignore(std::numeric_limits::max(), '\n'); + std::cin >> steam_apikey; + + generate_achievements(easy); + generate_items(easy); + } +} + \ No newline at end of file From 02ef03b3f24fc09e58ed28aee16d2bfb8d7fb83b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 20 Oct 2019 12:01:50 +0200 Subject: [PATCH 136/152] Fix my_master build --- dll/steam_user_stats.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dll/steam_user_stats.cpp b/dll/steam_user_stats.cpp index 217331a..5aaf610 100644 --- a/dll/steam_user_stats.cpp +++ b/dll/steam_user_stats.cpp @@ -31,6 +31,7 @@ unsigned int Steam_User_Stats::find_leaderboard(std::string name) void Steam_User_Stats::load_achievements_db() { + std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; local_storage->load_json(file_path, defined_achievements); } @@ -39,7 +40,7 @@ void Steam_User_Stats::load_achievements() local_storage->load_json_file("", achievements_user_file, user_achievements); } -void save_achievements() +void Steam_User_Stats::save_achievements() { local_storage->write_json_file("", achievements_user_file, user_achievements); } From 56957abc9962428fb6ae536f1374febd55303e90 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 16:00:49 +0100 Subject: [PATCH 137/152] Little improvements steam_user_stats: Use the value stored in the JSON object. steal_inventory: use 'empty' that is guaranteed to be constant in time. --- dll/steam_inventory.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 83ccee2..2a82511 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -828,7 +828,7 @@ bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventory void RunCallbacks() { - if (call_definition_update || inventory_requests.size()) { + if (call_definition_update || !inventory_requests.empty()) { if (!item_definitions_loaded) { read_items_db(); item_definitions_loaded = true; @@ -842,7 +842,7 @@ void RunCallbacks() call_definition_update = false; } - if (inventory_requests.size() && !inventory_loaded) { + if (!inventory_requests.empty() && !inventory_loaded) { read_inventory_db(); inventory_loaded = true; } From c279a5c9a8f7863329793f6ceb5cb39d349eaa2c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 25 Oct 2019 18:33:56 -0400 Subject: [PATCH 138/152] Fix generate game infos https. --- generate_game_infos/generate_game_infos.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index 7cbcaf3..430bdd0 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -266,7 +266,7 @@ static bool create_directory(std::string const& strPath) static void generate_achievements(CurlEasy &easy) { - std::string url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; + std::string url = "https://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; url += steam_apikey; url += "&appid="; url += app_id; @@ -352,7 +352,7 @@ static void generate_achievements(CurlEasy &easy) static void generate_items(CurlEasy& easy) { - std::string url = "http://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; + std::string url = "https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; url += steam_apikey; url += "&appid="; url += app_id; @@ -365,7 +365,7 @@ static void generate_items(CurlEasy& easy) nlohmann::json json = nlohmann::json::parse(easy.get_answer()); std::string digest = json["response"]["digest"]; - url = "http://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; + url = "https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; url += app_id; url += "&digest="; url += digest; @@ -448,6 +448,7 @@ int main() CurlEasy easy; if (easy.init()) { + easy.skip_verifypeer(); std::cout << "Enter the game appid: "; std::cin >> app_id; std::cout << "Enter your webapi key: "; From 33cdf77c7716e9f7666458406f70dcd7a603928f Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 25 Oct 2019 18:34:37 -0400 Subject: [PATCH 139/152] Set lobby member data should be available right away to getlobbymemberdata --- dll/steam_matchmaking.h | 24 +++++++++++++++++++----- 1 file changed, 19 insertions(+), 5 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 3a3fafc..64d4097 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -88,6 +88,7 @@ public ISteamMatchmaking std::vector chat_entries; std::vector data_requested; + std::map> self_lobby_member_data; Lobby *get_lobby(CSteamID id) { auto lobby = std::find_if(lobbies.begin(), lobbies.end(), [&id](Lobby const& item) { return item.room_id() == id.ConvertToUint64(); }); @@ -239,6 +240,7 @@ void remove_lobbies() while (g != std::end(lobbies)) { if (g->members().size() == 0 || (g->deleted() && (g->time_deleted() + LOBBY_DELETED_TIMEOUT < current_time))) { PRINT_DEBUG("REMOVING LOBBY %llu\n", g->room_id()); + self_lobby_member_data.erase(g->room_id()); g = lobbies.erase(g); } else { ++g; @@ -846,13 +848,22 @@ const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, con struct Lobby_Member *member = get_lobby_member(get_lobby(steamIDLobby), steamIDUser); const char *ret = ""; if (member) { - auto result = member->values().find(std::string(pchKey)); - if (result == member->values().end()) return ""; - PRINT_DEBUG("GetLobbyMemberData res %s\n", result->second.c_str()); - ret = result->second.c_str(); + if (steamIDUser == settings->get_local_steam_id()) { + auto result = self_lobby_member_data.find(steamIDLobby.ConvertToUint64()); + if (result != self_lobby_member_data.end()) { + auto value = result->second.find(std::string(pchKey)); + if (value != result->second.end()) { + ret = value->second.c_str(); + } + } + } else { + auto result = member->values().find(std::string(pchKey)); + if (result == member->values().end()) return ""; + ret = result->second.c_str(); + } } - + PRINT_DEBUG("GetLobbyMemberData res %s\n", ret); return ret; } @@ -879,6 +890,8 @@ void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char * (*message->mutable_map())[pchKey] = pchValue; send_owner_packet(steamIDLobby, message); } + + self_lobby_member_data[steamIDLobby.ConvertToUint64()][pchKey] = pchValue; } @@ -1343,6 +1356,7 @@ void Callback(Common_Message *msg) Lobby_Member *member = get_lobby_member(lobby, (uint64)msg->source_id()); if (member) { for (auto const &p : msg->lobby_messages().map()) { + PRINT_DEBUG("member data %s:%s\n", p.first.c_str(), p.second.c_str()); (*member->mutable_values())[p.first] = p.second; } From e72d0590af9c9ba662ccf090289156be007ece87 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 6 Dec 2019 13:11:54 +0000 Subject: [PATCH 140/152] Update .gitlab-ci.yml --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index de5fa3f..0df36fa 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -115,7 +115,7 @@ build_cmake_windows: image: fedora:29 before_script: - - dnf -y install wine wget p7zip sed dos2unix + - dnf -y install wine wget p7zip sed dos2unix unzip - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/48db8f434a193aae872279dc4f5dde6a/sdk_standalone.7z' - 7za x sdk_standalone.7z -osdk_standalone - wget 'https://github.com/Kitware/CMake/releases/download/v3.15.0-rc1/cmake-3.15.0-rc1-win64-x64.zip' From 02924d986eff3a390da2c4a29c39444190311356 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 8 Dec 2019 21:20:23 +0000 Subject: [PATCH 141/152] Update Renderer_Detector.cpp --- overlay_experimental/Renderer_Detector.cpp | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index bc4f670..b684c9a 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -153,16 +153,6 @@ BOOL WINAPI Renderer_Detector::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) return res; } -void __stdcall Renderer_Detector::MyvkCmdEndRenderPass(void* commandBuffer) -{ - Renderer_Detector& inst = Renderer_Detector::Inst(); - _vkCmdEndRenderPass(commandBuffer); - if (!inst.stop_retry()) - { - Vulkan_Hook::Inst()->start_hook(); - } -} - void Renderer_Detector::HookDXGIPresent(IDXGISwapChain* pSwapChain) { if (!_dxgi_hooked) From d75b1850e45c1723ecb6df6a8a37fbedb020a61c Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 05:47:46 +0000 Subject: [PATCH 142/152] Update CMakeLists.txt --- CMakeLists.txt | 22 +++++++++++++++++----- 1 file changed, 17 insertions(+), 5 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 1697100..eb53226 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -79,11 +79,23 @@ file(GLOB DETOURS_SRC_SHARED detours/*.cpp ) -file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED - overlay_experimental/*.cpp - ImGui/*.cpp - ImGui/impls/*.cpp -) +if(WIN32) + file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED + overlay_experimental/*.cpp + overlay_experimental/windows/*.cpp + ImGui/*.cpp + ImGui/impls/*.cpp + ImGui/impls/windows/*.cpp + ) +elseif(UNIX) + file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED + overlay_experimental/*.cpp + overlay_experimental/linux/*.cpp + ImGui/*.cpp + ImGui/impls/*.cpp + ImGui/impls/linux/*.cpp + ) +endif() ################################################### # Setup for the steam_api(64).dll / libsteam_api.so From c8028d6a985a5dab4375fe642edc340947f9f67a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 06:35:33 +0000 Subject: [PATCH 143/152] Update steam_user_stats.cpp --- dll/steam_user_stats.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/dll/steam_user_stats.cpp b/dll/steam_user_stats.cpp index 5aaf610..9592309 100644 --- a/dll/steam_user_stats.cpp +++ b/dll/steam_user_stats.cpp @@ -208,7 +208,9 @@ bool Steam_User_Stats::SetAchievement(const char* pchName) 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(); +#ifndef NO_OVERLAY get_steam_client()->steam_overlay->AddAchievementNotification(it.value()); +#endif } return true; } From 7ebb5a0ce57850be38477b2256ee74b0a389fb18 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 06:37:58 +0000 Subject: [PATCH 144/152] Update .gitlab-ci.yml --- .gitlab-ci.yml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 0df36fa..41172fe 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -73,8 +73,10 @@ build_windows: - DLL_FILES="$(ls dll/*.cpp | tr "\n" " ")"; sed "s|dll/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls detours/*.cpp | tr "\n" " ")"; sed "s|detours/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls overlay_experimental/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls overlay_experimental/windows/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/windows/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls ImGui/*.cpp | tr "\n" " ")"; sed "s|ImGui/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls ImGui/impls/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls ImGui/impls/windows/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/windows/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls steamclient_loader/*.cpp | tr "\n" " ")"; sed "s|steamclient_loader/\*.cpp|$DLL_FILES|g" -i *.bat - export WINEDEBUG=-all From daaa14d7f6b3826c541e4b4f4f9b799685eed00e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 06:40:27 +0000 Subject: [PATCH 145/152] Update build_win_debug_experimental.bat --- build_win_debug_experimental.bat | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 6d5ffc4..88cb67a 100755 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -4,13 +4,13 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c overlay_experimental/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c overlay_experimental/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll From 88d403aea7f5ff1e979a9cbf9d6eb6bb7368685f Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 06:41:57 +0000 Subject: [PATCH 146/152] Update build_win_release_experimental.bat --- build_win_release_experimental.bat | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index 34b38d7..3c51e2d 100755 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -6,11 +6,11 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 4c2484cdef99419a3ea40188bb648a617e6819c9 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 11:06:43 +0000 Subject: [PATCH 147/152] Update Renderer_Detector.cpp DX12 hook --- overlay_experimental/Renderer_Detector.cpp | 20 +++++++++++++------- 1 file changed, 13 insertions(+), 7 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index b684c9a..32893c6 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -93,22 +93,28 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapC } if (pDevice) { - DX10_Hook::Inst()->start_hook(); + DX12_Hook::Inst()->start_hook(); } else { - _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + if (inst._dx11_hooked) + { + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + } if (pDevice) { DX11_Hook::Inst()->start_hook(); } else { - //_this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); - //if (pDevice) - //{ - // DX12_Hook::Inst()->start_hook(); - //} + if (inst._dx10_hooked) + { + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + } + if (pDevice) + { + DX10_Hook::Inst()->start_hook(); + } } } if (pDevice) pDevice->Release(); From 20c03cda752ad0d1d75e0317101bc871291a43ef Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 10 Dec 2019 05:56:08 +0000 Subject: [PATCH 148/152] Update steam_overlay.cpp --- overlay_experimental/steam_overlay.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index b6a1c4b..143443d 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -760,7 +760,15 @@ void Steam_Overlay::RunCallbacks() FriendGameInfo_t friend_game_info = {}; steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); if (friend_game_info.m_steamIDLobby.IsValid()) + { + // TODO: Look if thats really JoinLobby ? + // I saw on steamdev that overlay sends a GameLobbyJoinRequested_t + //GameLobbyJoinRequested_t data; + //data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId); + //data.m_steamIDFriend.SetFromUint64(friend_id); + //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby); + } } friend_info->second.window_state &= ~window_state_join; From 548f21c2f002fc62512f565c7e3c79f7641ea59b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 10 Jan 2020 08:10:13 +0100 Subject: [PATCH 149/152] Add a return parameter to ImGui_Impl...._NewFrame() Why does CreateDeviceObjects return a bool if the NewFrame doesn't ? Added the return parameter cause CreateDeviceObjects can fail. It did fail on DX11 with feature level to 9. --- ImGui/impls/imgui_impl_opengl3.cpp | 8 +++++--- ImGui/impls/imgui_impl_opengl3.h | 2 +- ImGui/impls/windows/imgui_impl_dx10.cpp | 6 ++++-- ImGui/impls/windows/imgui_impl_dx10.h | 2 +- ImGui/impls/windows/imgui_impl_dx11.cpp | 6 ++++-- ImGui/impls/windows/imgui_impl_dx11.h | 2 +- ImGui/impls/windows/imgui_impl_dx12.cpp | 6 ++++-- ImGui/impls/windows/imgui_impl_dx12.h | 2 +- ImGui/impls/windows/imgui_impl_dx9.cpp | 6 ++++-- ImGui/impls/windows/imgui_impl_dx9.h | 2 +- 10 files changed, 26 insertions(+), 16 deletions(-) diff --git a/ImGui/impls/imgui_impl_opengl3.cpp b/ImGui/impls/imgui_impl_opengl3.cpp index 9585215..86eadcf 100644 --- a/ImGui/impls/imgui_impl_opengl3.cpp +++ b/ImGui/impls/imgui_impl_opengl3.cpp @@ -63,7 +63,7 @@ #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 @@ -162,10 +162,12 @@ void ImGui_ImplOpenGL3_Shutdown() ImGui_ImplOpenGL3_DestroyDeviceObjects(); } -void ImGui_ImplOpenGL3_NewFrame() +bool ImGui_ImplOpenGL3_NewFrame() { if (!g_FontTexture) - ImGui_ImplOpenGL3_CreateDeviceObjects(); + return ImGui_ImplOpenGL3_CreateDeviceObjects(); + + return true; } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) diff --git a/ImGui/impls/imgui_impl_opengl3.h b/ImGui/impls/imgui_impl_opengl3.h index 0f7eef7..49d13d8 100644 --- a/ImGui/impls/imgui_impl_opengl3.h +++ b/ImGui/impls/imgui_impl_opengl3.h @@ -37,7 +37,7 @@ IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); // Called by Init/NewFrame/Shutdown diff --git a/ImGui/impls/windows/imgui_impl_dx10.cpp b/ImGui/impls/windows/imgui_impl_dx10.cpp index ee8b3d6..b68eed9 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.cpp +++ b/ImGui/impls/windows/imgui_impl_dx10.cpp @@ -548,8 +548,10 @@ void ImGui_ImplDX10_Shutdown() if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } } -void ImGui_ImplDX10_NewFrame() +bool ImGui_ImplDX10_NewFrame() { if (!g_pFontSampler) - ImGui_ImplDX10_CreateDeviceObjects(); + return ImGui_ImplDX10_CreateDeviceObjects(); + + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx10.h b/ImGui/impls/windows/imgui_impl_dx10.h index db156e1..bbe4090 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.h +++ b/ImGui/impls/windows/imgui_impl_dx10.h @@ -15,7 +15,7 @@ struct ID3D10Device; IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index 641d4c8..39bc88b 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -556,8 +556,10 @@ void ImGui_ImplDX11_Shutdown() if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } } -void ImGui_ImplDX11_NewFrame() +bool ImGui_ImplDX11_NewFrame() { if (!g_pFontSampler) - ImGui_ImplDX11_CreateDeviceObjects(); + return ImGui_ImplDX11_CreateDeviceObjects(); + + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx11.h b/ImGui/impls/windows/imgui_impl_dx11.h index 1741a5d..24280b1 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.h +++ b/ImGui/impls/windows/imgui_impl_dx11.h @@ -16,7 +16,7 @@ struct ID3D11DeviceContext; IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/ImGui/impls/windows/imgui_impl_dx12.cpp b/ImGui/impls/windows/imgui_impl_dx12.cpp index c529a25..7a60a1f 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.cpp +++ b/ImGui/impls/windows/imgui_impl_dx12.cpp @@ -668,8 +668,10 @@ void ImGui_ImplDX12_Shutdown() g_frameIndex = UINT_MAX; } -void ImGui_ImplDX12_NewFrame() +bool ImGui_ImplDX12_NewFrame() { if (!g_pPipelineState) - ImGui_ImplDX12_CreateDeviceObjects(); + return ImGui_ImplDX12_CreateDeviceObjects(); + + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx12.h b/ImGui/impls/windows/imgui_impl_dx12.h index 8ae75e5..c570997 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.h +++ b/ImGui/impls/windows/imgui_impl_dx12.h @@ -26,7 +26,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE; IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX12_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/ImGui/impls/windows/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp index 99c497e..2c3ccf3 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/ImGui/impls/windows/imgui_impl_dx9.cpp @@ -277,8 +277,10 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() 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. } -void ImGui_ImplDX9_NewFrame() +bool ImGui_ImplDX9_NewFrame() { if (!g_FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); + return ImGui_ImplDX9_CreateDeviceObjects(); + + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx9.h b/ImGui/impls/windows/imgui_impl_dx9.h index 1eaea87..afc00ec 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.h +++ b/ImGui/impls/windows/imgui_impl_dx9.h @@ -15,7 +15,7 @@ struct IDirect3DDevice9; IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. From 0711c834408a78813f7f13f2c643ed028bff37ff Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 10 Jan 2020 08:10:33 +0100 Subject: [PATCH 150/152] Check if we actually created a new frame --- overlay_experimental/windows/DX10_Hook.cpp | 16 +++--- overlay_experimental/windows/DX11_Hook.cpp | 16 +++--- overlay_experimental/windows/DX12_Hook.cpp | 51 ++++++++++---------- overlay_experimental/windows/DX9_Hook.cpp | 14 +++--- overlay_experimental/windows/OpenGL_Hook.cpp | 14 +++--- 5 files changed, 60 insertions(+), 51 deletions(-) diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index e44d55e..800b123 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -80,17 +80,19 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) initialized = true; } - ImGui_ImplDX10_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); + if (ImGui_ImplDX10_NewFrame()) + { + Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); - ImGui::NewFrame(); + ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + get_steam_client()->steam_overlay->OverlayProc(); - ImGui::Render(); + ImGui::Render(); - pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL); - ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); + pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); + } } HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index 1e96cb0..dc56b14 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -92,17 +92,19 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) initialized = true; } - ImGui_ImplDX11_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); + if (ImGui_ImplDX11_NewFrame()) + { + Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); - ImGui::NewFrame(); + ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + get_steam_client()->steam_overlay->OverlayProc(); - ImGui::Render(); + ImGui::Render(); - pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL); - ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + } } HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index 30ff4ab..d5de26b 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -176,39 +176,40 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->Release(); } - ImGui_ImplDX12_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow); + if (ImGui_ImplDX12_NewFrame()) + { + Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow); - ImGui::NewFrame(); + ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); - - UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); + get_steam_client()->steam_overlay->OverlayProc(); - D3D12_RESOURCE_BARRIER barrier = {}; - barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; - barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; - barrier.Transition.pResource = pBackBuffer[bufferIndex]; - barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; - barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; - barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); - pCmdAlloc[bufferIndex]->Reset(); - pCmdList->Reset(pCmdAlloc[bufferIndex], NULL); - pCmdList->ResourceBarrier(1, &barrier); - pCmdList->OMSetRenderTargets(1, &mainRenderTargets[bufferIndex], FALSE, NULL); - pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap); + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pBackBuffer[bufferIndex]; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; - ImGui::Render(); - ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); + pCmdAlloc[bufferIndex]->Reset(); + pCmdList->Reset(pCmdAlloc[bufferIndex], NULL); + pCmdList->ResourceBarrier(1, &barrier); + pCmdList->OMSetRenderTargets(1, &mainRenderTargets[bufferIndex], FALSE, NULL); + pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap); - barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; - barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; - pCmdList->ResourceBarrier(1, &barrier); - pCmdList->Close(); + ImGui::Render(); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); - pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList); + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + pCmdList->ResourceBarrier(1, &barrier); + pCmdList->Close(); + pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList); + } pSwapChain3->Release(); } diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index da545b4..5e7421d 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -75,16 +75,18 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) initialized = true; } - ImGui_ImplDX9_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow); + if (ImGui_ImplDX9_NewFrame()) + { + Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow); - ImGui::NewFrame(); + ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + get_steam_client()->steam_overlay->OverlayProc(); - ImGui::Render(); + ImGui::Render(); - ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); + } } HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 9cdd7f4..934066a 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -83,16 +83,18 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) initialized = true; } - ImGui_ImplOpenGL3_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(hWnd); + if (ImGui_ImplOpenGL3_NewFrame()) + { + Windows_Hook::Inst()->prepareForOverlay(hWnd); - ImGui::NewFrame(); + ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + get_steam_client()->steam_overlay->OverlayProc(); - ImGui::Render(); + ImGui::Render(); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + } } BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) From d118aca0f6dce5a6fc9c704283373ea1decf42a6 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 10 Jan 2020 08:53:12 +0100 Subject: [PATCH 151/152] Add DX11 shader feature level --- ImGui/impls/windows/imgui_impl_dx11.cpp | 30 +++++++++++++++++++++++-- 1 file changed, 28 insertions(+), 2 deletions(-) diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index 39bc88b..0f6d1b4 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -379,7 +379,20 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return output;\ }"; - D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); + const char* target; + switch (g_pd3dDevice->GetFeatureLevel()) + { + case D3D_FEATURE_LEVEL_9_1: target = "vs_4_0_level_9_1"; break; + case D3D_FEATURE_LEVEL_9_2: target = "vs_4_0_level_9_2"; break; + case D3D_FEATURE_LEVEL_9_3: target = "vs_4_0_level_9_3"; break; + case D3D_FEATURE_LEVEL_10_0: target = "vs_4_0_level_10_0"; break; + case D3D_FEATURE_LEVEL_10_1: target = "vs_4_0_level_10_1"; break; + case D3D_FEATURE_LEVEL_11_0: target = "vs_4_0_level_11_0"; break; + case D3D_FEATURE_LEVEL_11_1: target = "vs_4_0_level_11_1"; break; + default: target = "vs_4_0"; + } + + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pVertexShaderBlob, NULL); if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) @@ -435,7 +448,20 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return out_col; \ }"; - D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); + const char* target; + switch (g_pd3dDevice->GetFeatureLevel()) + { + case D3D_FEATURE_LEVEL_9_1: target = "ps_4_0_level_9_1"; break; + case D3D_FEATURE_LEVEL_9_2: target = "ps_4_0_level_9_2"; break; + case D3D_FEATURE_LEVEL_9_3: target = "ps_4_0_level_9_3"; break; + case D3D_FEATURE_LEVEL_10_0: target = "ps_4_0_level_10_0"; break; + case D3D_FEATURE_LEVEL_10_1: target = "ps_4_0_level_10_1"; break; + case D3D_FEATURE_LEVEL_11_0: target = "ps_4_0_level_11_0"; break; + case D3D_FEATURE_LEVEL_11_1: target = "ps_4_0_level_11_1"; break; + default: target = "ps_4_0"; + } + + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pPixelShaderBlob, NULL); if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) From dc3dee9ce89b3fb7f3c26ba58c65eb3fa882c2d8 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 11 Jan 2020 14:42:00 +0100 Subject: [PATCH 152/152] Added more prebuilt shader Skyrim deployed its own d3dcompile dll that nullifies shaders compilation, so you either have to load the one in C:\Windows\System32|SysWow64 or use prebuilt. I use prebuilt --- ImGui/impls/windows/imgui_impl_dx11.cpp | 129 +- .../windows/ImGui_ShaderBlobs.cpp | 1186 ++++++++++++++++- .../windows/ImGui_ShaderBlobs.h | 56 +- 3 files changed, 1300 insertions(+), 71 deletions(-) diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index 0f6d1b4..350f2ed 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -382,23 +382,71 @@ bool ImGui_ImplDX11_CreateDeviceObjects() const char* target; switch (g_pd3dDevice->GetFeatureLevel()) { - case D3D_FEATURE_LEVEL_9_1: target = "vs_4_0_level_9_1"; break; - case D3D_FEATURE_LEVEL_9_2: target = "vs_4_0_level_9_2"; break; - case D3D_FEATURE_LEVEL_9_3: target = "vs_4_0_level_9_3"; break; - case D3D_FEATURE_LEVEL_10_0: target = "vs_4_0_level_10_0"; break; - case D3D_FEATURE_LEVEL_10_1: target = "vs_4_0_level_10_1"; break; - case D3D_FEATURE_LEVEL_11_0: target = "vs_4_0_level_11_0"; break; - case D3D_FEATURE_LEVEL_11_1: target = "vs_4_0_level_11_1"; break; - default: target = "vs_4_0"; + case D3D_FEATURE_LEVEL_9_1: target = "vs_4_0_level_9_1"; break; + case D3D_FEATURE_LEVEL_9_2: target = "vs_4_0_level_9_2"; break; + case D3D_FEATURE_LEVEL_9_3: target = "vs_4_0_level_9_3"; break; + case D3D_FEATURE_LEVEL_10_0: target = "vs_4_0"; break; + case D3D_FEATURE_LEVEL_10_1: target = "vs_4_1"; break; + case D3D_FEATURE_LEVEL_11_0: target = "vs_5_0"; break; + case D3D_FEATURE_LEVEL_11_1: target = "vs_5_0"; break; + default: target = "vs_4_0"; } D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) return false; #else - if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, NULL, &g_pVertexShader) != S_OK) + + unsigned char* byteCode; + SIZE_T byteCodeSize; + + switch (g_pd3dDevice->GetFeatureLevel()) + { + case D3D_FEATURE_LEVEL_9_1: + byteCode = ImGui_vertexShaderDX11_9_1; + byteCodeSize = ImGui_vertexShaderDX11_9_1_len; + break; + + case D3D_FEATURE_LEVEL_9_2: + byteCode = ImGui_vertexShaderDX11_9_2; + byteCodeSize = ImGui_vertexShaderDX11_9_2_len; + break; + + case D3D_FEATURE_LEVEL_9_3: + byteCode = ImGui_vertexShaderDX11_9_3; + byteCodeSize = ImGui_vertexShaderDX11_9_3_len; + break; + + case D3D_FEATURE_LEVEL_10_0: + byteCode = ImGui_vertexShaderDX11_10_0; + byteCodeSize = ImGui_vertexShaderDX11_10_0_len; + break; + + case D3D_FEATURE_LEVEL_10_1: + byteCode = ImGui_vertexShaderDX11_10_1; + byteCodeSize = ImGui_vertexShaderDX11_10_1_len; + break; + + case D3D_FEATURE_LEVEL_11_0: + byteCode = ImGui_vertexShaderDX11_11_0; + byteCodeSize = ImGui_vertexShaderDX11_11_0_len; + break; + + case D3D_FEATURE_LEVEL_11_1: + byteCode = ImGui_vertexShaderDX11_11_1; + byteCodeSize = ImGui_vertexShaderDX11_11_1_len; + break; + + default: + byteCode = ImGui_vertexShaderDX11; + byteCodeSize = ImGui_vertexShaderDX11_len; + } + + auto x = g_pd3dDevice->CreateVertexShader(byteCode, byteCodeSize, NULL, &g_pVertexShader); + if (x != S_OK) return false; #endif @@ -451,14 +499,14 @@ bool ImGui_ImplDX11_CreateDeviceObjects() const char* target; switch (g_pd3dDevice->GetFeatureLevel()) { - case D3D_FEATURE_LEVEL_9_1: target = "ps_4_0_level_9_1"; break; - case D3D_FEATURE_LEVEL_9_2: target = "ps_4_0_level_9_2"; break; - case D3D_FEATURE_LEVEL_9_3: target = "ps_4_0_level_9_3"; break; - case D3D_FEATURE_LEVEL_10_0: target = "ps_4_0_level_10_0"; break; - case D3D_FEATURE_LEVEL_10_1: target = "ps_4_0_level_10_1"; break; - case D3D_FEATURE_LEVEL_11_0: target = "ps_4_0_level_11_0"; break; - case D3D_FEATURE_LEVEL_11_1: target = "ps_4_0_level_11_1"; break; - default: target = "ps_4_0"; + case D3D_FEATURE_LEVEL_9_1: target = "ps_4_0_level_9_1"; break; + case D3D_FEATURE_LEVEL_9_2: target = "ps_4_0_level_9_2"; break; + case D3D_FEATURE_LEVEL_9_3: target = "ps_4_0_level_9_3"; break; + case D3D_FEATURE_LEVEL_10_0: target = "ps_4_0"; break; + case D3D_FEATURE_LEVEL_10_1: target = "ps_4_1"; break; + case D3D_FEATURE_LEVEL_11_0: target = "ps_5_0"; break; + case D3D_FEATURE_LEVEL_11_1: target = "ps_5_0"; break; + default: target = "ps_4_0"; } D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pPixelShaderBlob, NULL); @@ -468,7 +516,52 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; #else - if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX11, ImGui_pixelShaderDX11_len, NULL, &g_pPixelShader) != S_OK) + unsigned char* byteCode; + SIZE_T byteCodeSize; + + switch (g_pd3dDevice->GetFeatureLevel()) + { + case D3D_FEATURE_LEVEL_9_1: + byteCode = ImGui_pixelShaderDX11_9_1; + byteCodeSize = ImGui_pixelShaderDX11_9_1_len; + break; + + case D3D_FEATURE_LEVEL_9_2: + byteCode = ImGui_pixelShaderDX11_9_2; + byteCodeSize = ImGui_pixelShaderDX11_9_2_len; + break; + + case D3D_FEATURE_LEVEL_9_3: + byteCode = ImGui_pixelShaderDX11_9_3; + byteCodeSize = ImGui_pixelShaderDX11_9_3_len; + break; + + case D3D_FEATURE_LEVEL_10_0: + byteCode = ImGui_pixelShaderDX11_10_0; + byteCodeSize = ImGui_pixelShaderDX11_10_0_len; + break; + + case D3D_FEATURE_LEVEL_10_1: + byteCode = ImGui_pixelShaderDX11_10_1; + byteCodeSize = ImGui_pixelShaderDX11_10_1_len; + break; + + case D3D_FEATURE_LEVEL_11_0: + byteCode = ImGui_pixelShaderDX11_11_0; + byteCodeSize = ImGui_pixelShaderDX11_11_0_len; + break; + + case D3D_FEATURE_LEVEL_11_1: + byteCode = ImGui_pixelShaderDX11_11_1; + byteCodeSize = ImGui_pixelShaderDX11_11_1_len; + break; + + default: + byteCode = ImGui_pixelShaderDX11; + byteCodeSize = ImGui_pixelShaderDX11_len; + } + + if (g_pd3dDevice->CreatePixelShader(byteCode, byteCodeSize, NULL, &g_pPixelShader) != S_OK) return false; #endif } diff --git a/overlay_experimental/windows/ImGui_ShaderBlobs.cpp b/overlay_experimental/windows/ImGui_ShaderBlobs.cpp index 4ab9d09..3f9ca98 100644 --- a/overlay_experimental/windows/ImGui_ShaderBlobs.cpp +++ b/overlay_experimental/windows/ImGui_ShaderBlobs.cpp @@ -107,62 +107,614 @@ extern unsigned char ImGui_vertexShaderDX10[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; -extern unsigned char ImGui_pixelShaderDX10[] = { - 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, - 0x6d, 0xc4, 0x28, 0xfa, 0x10, 0xc0, 0xd2, 0xc1, 0x01, 0x00, 0x00, 0x00, - 0x94, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, - 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, - 0x18, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, - 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, - 0x6e, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, +extern unsigned char ImGui_vertexShaderDX11[] = { + 0x44, 0x58, 0x42, 0x43, 0x34, 0xbd, 0x62, 0xe1, 0x71, 0x13, 0xaa, 0x19, + 0x76, 0x89, 0xdb, 0x8a, 0x6e, 0x58, 0xa5, 0x88, 0x01, 0x00, 0x00, 0x00, + 0x50, 0x04, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, + 0x18, 0x01, 0x00, 0x00, 0x20, 0x02, 0x00, 0x00, 0x9c, 0x02, 0x00, 0x00, + 0x6c, 0x03, 0x00, 0x00, 0xdc, 0x03, 0x00, 0x00, 0x41, 0x6f, 0x6e, 0x39, + 0xd8, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x98, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x24, 0x00, + 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x24, 0x00, + 0x01, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x01, 0x00, 0x0f, 0x90, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x02, 0x80, 0x02, 0x00, 0x0f, 0x90, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0x55, 0x90, + 0x02, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, + 0x01, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80, + 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, + 0x03, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x03, 0xc0, + 0x00, 0x00, 0xff, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xe4, 0x80, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 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ImGui_vertexShaderDX11_9_1[] = { + 0x44, 0x58, 0x42, 0x43, 0x34, 0xbd, 0x62, 0xe1, 0x71, 0x13, 0xaa, 0x19, + 0x76, 0x89, 0xdb, 0x8a, 0x6e, 0x58, 0xa5, 0x88, 0x01, 0x00, 0x00, 0x00, + 0x50, 0x04, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, + 0x18, 0x01, 0x00, 0x00, 0x20, 0x02, 0x00, 0x00, 0x9c, 0x02, 0x00, 0x00, + 0x6c, 0x03, 0x00, 0x00, 0xdc, 0x03, 0x00, 0x00, 0x41, 0x6f, 0x6e, 0x39, + 0xd8, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x98, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x24, 0x00, + 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x24, 0x00, + 0x01, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x01, 0x00, 0x0f, 0x90, + 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0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, + 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, + 0x4f, 0x52, 0x44, 0x00, 0x4f, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, + 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, + 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab +}; + +extern unsigned char ImGui_vertexShaderDX11_9_3[] = { + 0x44, 0x58, 0x42, 0x43, 0x5d, 0xe0, 0x7a, 0x20, 0xf6, 0x2e, 0x27, 0xbf, + 0x22, 0xd7, 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0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x06, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_vertexShaderDX11_11_1[] = { + 0x44, 0x58, 0x42, 0x43, 0xb6, 0xcc, 0x5b, 0x29, 0xde, 0xfb, 0x4d, 0x91, + 0x1f, 0x52, 0xbe, 0xc7, 0x8b, 0x0f, 0xbf, 0x5c, 0x01, 0x00, 0x00, 0x00, + 0xdc, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x50, 0x01, 0x00, 0x00, 0xc0, 0x01, 0x00, 0x00, 0x34, 0x02, 0x00, 0x00, + 0x40, 0x03, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x14, 0x01, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x3c, 0x00, 0x00, 0x00, 0x00, 0x05, 0xfe, 0xff, 0x00, 0x01, 0x00, 0x00, + 0xec, 0x00, 0x00, 0x00, 0x52, 0x44, 0x31, 0x31, 0x3c, 0x00, 0x00, 0x00, + 0x18, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, + 0x24, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x76, 0x65, 0x72, 0x74, + 0x65, 0x78, 0x42, 0x75, 0x66, 0x66, 0x65, 0x72, 0x00, 0xab, 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0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, + 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, + 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, + 0x53, 0x48, 0x45, 0x58, 0x04, 0x01, 0x00, 0x00, 0x50, 0x00, 0x01, 0x00, + 0x41, 0x00, 0x00, 0x00, 0x6a, 0x08, 0x00, 0x01, 0x59, 0x00, 0x00, 0x04, + 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, + 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x5f, 0x00, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x67, 0x00, 0x00, 0x04, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0x32, 0x20, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, + 0x38, 0x00, 0x00, 0x08, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x56, 0x15, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0a, + 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x10, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x08, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, + 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0x32, 0x20, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, + 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x06, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 }; extern unsigned char ImGui_vertexShaderDX12[] = { @@ -251,6 +803,546 @@ extern unsigned char ImGui_vertexShaderDX12[] = { 0x00, 0x00, 0x00, 0x00 }; +extern unsigned char ImGui_pixelShaderDX10[] = { + 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, + 0x6d, 0xc4, 0x28, 0xfa, 0x10, 0xc0, 0xd2, 0xc1, 0x01, 0x00, 0x00, 0x00, + 0x94, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, + 0x18, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x6e, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x65, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x73, 0x61, 0x6d, 0x70, + 0x6c, 0x65, 0x72, 0x30, 0x00, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, + 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, + 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, + 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, + 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, + 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x62, 0x00, 0x00, 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0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, + 0x45, 0x00, 0x00, 0x09, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x38, 0x00, 0x00, 0x07, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, + 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_pixelShaderDX11[] = { + 0x44, 0x58, 0x42, 0x43, 0x34, 0xbd, 0x62, 0xe1, 0x71, 0x13, 0xaa, 0x19, + 0x76, 0x89, 0xdb, 0x8a, 0x6e, 0x58, 0xa5, 0x88, 0x01, 0x00, 0x00, 0x00, + 0x50, 0x04, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, + 0x18, 0x01, 0x00, 0x00, 0x20, 0x02, 0x00, 0x00, 0x9c, 0x02, 0x00, 0x00, + 0x6c, 0x03, 0x00, 0x00, 0xdc, 0x03, 0x00, 0x00, 0x41, 0x6f, 0x6e, 0x39, + 0xd8, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x98, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x24, 0x00, + 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x24, 0x00, + 0x01, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x01, 0x00, 0x0f, 0x90, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x02, 0x80, 0x02, 0x00, 0x0f, 0x90, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0x55, 0x90, + 0x02, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, + 0x01, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80, + 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, + 0x03, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x03, 0xc0, + 0x00, 0x00, 0xff, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xe4, 0x80, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0c, 0xc0, 0x00, 0x00, 0xe4, 0x80, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x03, 0x00, 0x00, 0x59, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x0f, 0x0f, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x03, 0x03, 0x00, 0x00, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, + 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, + 0x4f, 0x52, 0x44, 0x00, 0x4f, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, + 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, + 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab +}; + +extern unsigned char ImGui_pixelShaderDX11_9_1[] = { + 0x44, 0x58, 0x42, 0x43, 0xfd, 0xf5, 0xd6, 0xef, 0xb1, 0xea, 0x3d, 0x58, + 0xcc, 0xd8, 0xf8, 0x93, 0x11, 0xcb, 0x84, 0xfc, 0x01, 0x00, 0x00, 0x00, + 0x20, 0x03, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, + 0xc0, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00, 0xd8, 0x01, 0x00, 0x00, + 0x78, 0x02, 0x00, 0x00, 0xec, 0x02, 0x00, 0x00, 0x41, 0x6f, 0x6e, 0x39, + 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x58, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, + 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x28, 0x00, 0x01, 0x00, 0x24, 0x00, + 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x03, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, + 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0xb0, + 0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x01, 0x00, 0x00, 0x02, + 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00, + 0x53, 0x48, 0x44, 0x52, 0x94, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x25, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, + 0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, + 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, + 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, + 0x01, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x09, 0xf2, 0x00, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, + 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, + 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, + 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, + 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, + 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, + 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, + 0x52, 0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, + 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xab, 0xab +}; + +extern unsigned char ImGui_pixelShaderDX11_9_3[] = { + 0x44, 0x58, 0x42, 0x43, 0x68, 0xbf, 0x8b, 0x46, 0x89, 0xb4, 0xbe, 0x06, + 0xa2, 0x48, 0x16, 0x93, 0xb3, 0x46, 0x9d, 0xaa, 0x01, 0x00, 0x00, 0x00, + 0x20, 0x03, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, + 0xc0, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00, 0xd8, 0x01, 0x00, 0x00, + 0x78, 0x02, 0x00, 0x00, 0xec, 0x02, 0x00, 0x00, 0x41, 0x6f, 0x6e, 0x39, + 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x58, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, + 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x28, 0x00, 0x01, 0x00, 0x24, 0x00, + 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0xff, 0xff, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x03, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, + 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0xb0, + 0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x01, 0x00, 0x00, 0x02, + 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00, + 0x53, 0x48, 0x44, 0x52, 0x94, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x25, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, + 0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, + 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, + 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, + 0x01, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x09, 0xf2, 0x00, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, + 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, + 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, + 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, + 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, + 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, + 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, + 0x52, 0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, + 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xab, 0xab +}; + +extern unsigned char ImGui_pixelShaderDX11_10_0[] = { + 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, + 0x6d, 0xc4, 0x28, 0xfa, 0x10, 0xc0, 0xd2, 0xc1, 0x01, 0x00, 0x00, 0x00, + 0x94, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, + 0x18, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x6e, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_pixelShaderDX11_10_1[] = { + 0x44, 0x58, 0x42, 0x43, 0xed, 0x0b, 0x5f, 0x62, 0x62, 0x1f, 0xad, 0x3c, + 0x16, 0xc6, 0xe5, 0x68, 0x51, 0x61, 0xc0, 0x0f, 0x01, 0x00, 0x00, 0x00, + 0x98, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, + 0x1c, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x01, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x6e, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 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0x00, 0x00, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, + 0x74, 0x00, 0xab, 0xab, 0x53, 0x48, 0x45, 0x58, 0xa0, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x6a, 0x08, 0x00, 0x01, + 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, + 0x45, 0x00, 0x00, 0x8b, 0xc2, 0x00, 0x00, 0x80, 0x43, 0x55, 0x15, 0x00, + 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, + 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_pixelShaderDX11_11_1[] = { + 0x44, 0x58, 0x42, 0x43, 0x7d, 0x67, 0x4f, 0x5f, 0xde, 0x79, 0x94, 0x13, + 0xc2, 0x10, 0x83, 0x8f, 0x8e, 0x27, 0x9c, 0x34, 0x01, 0x00, 0x00, 0x00, + 0xe0, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xf4, 0x00, 0x00, 0x00, 0x68, 0x01, 0x00, 0x00, 0x9c, 0x01, 0x00, 0x00, + 0x44, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xb8, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x3c, 0x00, 0x00, 0x00, 0x00, 0x05, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x8e, 0x00, 0x00, 0x00, 0x52, 0x44, 0x31, 0x31, 0x3c, 0x00, 0x00, 0x00, + 0x18, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, + 0x24, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x7c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x85, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x0c, 0x00, 0x00, 0x00, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x30, + 0x00, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x30, 0x00, 0x4d, 0x69, + 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, + 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, + 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, + 0x31, 0x00, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, + 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, + 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, + 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, + 0x74, 0x00, 0xab, 0xab, 0x53, 0x48, 0x45, 0x58, 0xa0, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x6a, 0x08, 0x00, 0x01, + 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, + 0x45, 0x00, 0x00, 0x8b, 0xc2, 0x00, 0x00, 0x80, 0x43, 0x55, 0x15, 0x00, + 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, + 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; + extern unsigned char ImGui_pixelShaderDX12[] = { 0x44, 0x58, 0x42, 0x43, 0x6f, 0xb8, 0xdd, 0xf9, 0xd9, 0x9a, 0x0d, 0xc8, 0x46, 0x7a, 0x22, 0x5b, 0xd2, 0x49, 0x57, 0x3f, 0x01, 0x00, 0x00, 0x00, diff --git a/overlay_experimental/windows/ImGui_ShaderBlobs.h b/overlay_experimental/windows/ImGui_ShaderBlobs.h index a6a523b..824089c 100644 --- a/overlay_experimental/windows/ImGui_ShaderBlobs.h +++ b/overlay_experimental/windows/ImGui_ShaderBlobs.h @@ -17,18 +17,62 @@ #define ImGui_vertexShaderDX10_len 876 extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len]; -#define ImGui_pixelShaderDX10_len 660 -extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len]; +#define ImGui_vertexShaderDX11_len 1104 +extern unsigned char ImGui_vertexShaderDX11[ImGui_vertexShaderDX11_len]; -#define ImGui_vertexShaderDX11_len ImGui_vertexShaderDX10_len -#define ImGui_vertexShaderDX11 ImGui_vertexShaderDX10 +#define ImGui_vertexShaderDX11_9_1_len 1104 +extern unsigned char ImGui_vertexShaderDX11_9_1[ImGui_vertexShaderDX11_9_1_len]; -#define ImGui_pixelShaderDX11_len ImGui_pixelShaderDX10_len -#define ImGui_pixelShaderDX11 ImGui_pixelShaderDX10 +#define ImGui_vertexShaderDX11_9_2_len ImGui_vertexShaderDX11_9_1_len +#define ImGui_vertexShaderDX11_9_2 ImGui_vertexShaderDX11_9_1 + +#define ImGui_vertexShaderDX11_9_3_len 1104 +extern unsigned char ImGui_vertexShaderDX11_9_3[ImGui_vertexShaderDX11_9_3_len]; + +#define ImGui_vertexShaderDX11_10_0_len 876 +extern unsigned char ImGui_vertexShaderDX11_10_0[ImGui_vertexShaderDX11_10_0_len]; + +#define ImGui_vertexShaderDX11_10_1_len 880 +extern unsigned char ImGui_vertexShaderDX11_10_1[ImGui_vertexShaderDX11_10_1_len]; + +#define ImGui_vertexShaderDX11_11_0_len 988 +extern unsigned char ImGui_vertexShaderDX11_11_0[ImGui_vertexShaderDX11_11_0_len]; + +#define ImGui_vertexShaderDX11_11_1_len 988 +extern unsigned char ImGui_vertexShaderDX11_11_1[ImGui_vertexShaderDX11_11_1_len]; #define ImGui_vertexShaderDX12_len 988 extern unsigned char ImGui_vertexShaderDX12[ImGui_vertexShaderDX12_len]; + + +#define ImGui_pixelShaderDX10_len 660 +extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len]; + +#define ImGui_pixelShaderDX11_len 1104 +extern unsigned char ImGui_pixelShaderDX11[ImGui_pixelShaderDX11_len]; + +#define ImGui_pixelShaderDX11_9_1_len 800 +extern unsigned char ImGui_pixelShaderDX11_9_1[ImGui_pixelShaderDX11_9_1_len]; + +#define ImGui_pixelShaderDX11_9_2_len ImGui_pixelShaderDX11_9_1_len +#define ImGui_pixelShaderDX11_9_2 ImGui_pixelShaderDX11_9_1 + +#define ImGui_pixelShaderDX11_9_3_len 800 +extern unsigned char ImGui_pixelShaderDX11_9_3[ImGui_pixelShaderDX11_9_3_len]; + +#define ImGui_pixelShaderDX11_10_0_len 660 +extern unsigned char ImGui_pixelShaderDX11_10_0[ImGui_pixelShaderDX11_10_0_len]; + +#define ImGui_pixelShaderDX11_10_1_len 664 +extern unsigned char ImGui_pixelShaderDX11_10_1[ImGui_pixelShaderDX11_10_1_len]; + +#define ImGui_pixelShaderDX11_11_0_len 736 +extern unsigned char ImGui_pixelShaderDX11_11_0[ImGui_pixelShaderDX11_11_0_len]; + +#define ImGui_pixelShaderDX11_11_1_len 736 +extern unsigned char ImGui_pixelShaderDX11_11_1[ImGui_pixelShaderDX11_11_1_len]; + #define ImGui_pixelShaderDX12_len 736 extern unsigned char ImGui_pixelShaderDX12[ImGui_pixelShaderDX12_len];