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@ -179,7 +179,6 @@ deploy_all:
name: "Goldberg_Lan_Steam_Emu_$CI_COMMIT_REF_NAME-$CI_COMMIT_TAG-$CI_COMMIT_SHORT_SHA" name: "Goldberg_Lan_Steam_Emu_$CI_COMMIT_REF_NAME-$CI_COMMIT_TAG-$CI_COMMIT_SHORT_SHA"
paths: paths:
- ./ - ./
expire_in: never
pages: pages:
image: fedora image: fedora

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@ -3,11 +3,10 @@
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // 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. // 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/rebased branch with your modifications to it) // 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 '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. // 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
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp // 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.
// 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. // 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. // 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.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -15,32 +14,29 @@
#pragma once #pragma once
//---- Define assertion handler. Defaults to calling assert(). //---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. // Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
//#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport ) //#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. //---- 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 //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Disable all of Dear ImGui or don't implement standard windows. //---- 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 comments in imgui_demo.cpp. // It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. #define IMGUI_DISABLE_DEMO_WINDOWS
#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. #define IMGUI_DISABLE_METRICS_WINDOW
#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements. //---- 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_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_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_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_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. //#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_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). //#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 //---- Include imgui_user.h at the end of imgui.h as a convenience
@ -49,9 +45,6 @@
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR //#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support full unicode code points.
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of imgui cpp files. // By default the embedded implementations are declared static and not available outside of imgui cpp files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
@ -59,10 +52,6 @@
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library.
// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
// #define IMGUI_USE_STB_SPRINTF
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. //---- 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. // This will be inlined as part of ImVec2 and ImVec4 class declarations.
/* /*
@ -75,9 +64,9 @@
operator MyVec4() const { return MyVec4(x,y,z,w); } operator MyVec4() const { return MyVec4(x,y,z,w); }
*/ */
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. //---- 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-bit indices). // 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-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // 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. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int //#define ImDrawIdx unsigned int
@ -87,18 +76,14 @@
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback //#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger //---- Debug Tools
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) // 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 IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak() //#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.
//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
// (which comes 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. // This adds a small runtime cost which is why it is not enabled by default.
//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX //#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
/* /*
namespace ImGui namespace ImGui
@ -107,7 +92,6 @@ namespace ImGui
} }
*/ */
#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #define IMGUI_INCLUDE_IMGUI_USER_H
#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
#define IMGUI_IMPL_OPENGL_LOADER_GLEW #define IMGUI_IMPL_OPENGL_LOADER_GLEW
#define ImTextureID ImU64

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5
ImGui/imgui_user.h Normal file
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@ -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);
}

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@ -1,11 +1,11 @@
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x // - Desktop GL: 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [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-bit indices. // [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. // 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. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -13,20 +13,10 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: 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. // 2019-04-30: 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. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. // 2019-03-15: 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). // 2019-03-03: 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. // 2019-02-20: 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. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
@ -81,15 +71,26 @@
#else #else
#include <stdint.h> // intptr_t #include <stdint.h> // intptr_t
#endif #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
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h> #include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3) #elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3 #include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else #else
#include <GLES3/gl3.h> // Use GL ES 3 #include <GLES3/gl3.h> // Use GL ES 3
#endif #endif
#else #else
// About Desktop OpenGL function loaders: // About Desktop OpenGL function loaders:
@ -97,83 +98,48 @@
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). // 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. // 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) #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#else #else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif #endif
#endif #endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. // Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
#endif #else
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
// Desktop GL 3.3+ has glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif #endif
// OpenGL Data // OpenGL Data
static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) static char g_GlslVersionString[32] = "";
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Functions // Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version) bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{ {
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
g_GlVersion = (GLuint)(major * 100 + minor * 10);
#else
g_GlVersion = 200; // GLES 2
#endif
// Setup back-end capabilities flags // Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3"; io.BackendRendererName = "imgui_impl_opengl3";
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
if (g_GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif #endif
// Store GLSL version string so we can refer to it later in case we recreate shaders. // 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.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL) if (glsl_version == NULL)
glsl_version = "#version 100"; glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3) #elif defined(IMGUI_IMPL_OPENGL_ES3)
if (glsl_version == NULL) if (glsl_version == NULL)
glsl_version = "#version 300 es"; glsl_version = "#version 300 es";
#elif defined(__APPLE__)
if (glsl_version == NULL)
glsl_version = "#version 150";
#else #else
if (glsl_version == NULL) if (glsl_version == NULL)
glsl_version = "#version 130"; glsl_version = "#version 130";
@ -182,32 +148,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
strcpy(g_GlslVersionString, glsl_version); strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n"); strcat(g_GlslVersionString, "\n");
// Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. // Make a dummy GL call (we don't actually need the result)
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash below.
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
const char* gl_loader = "Unknown";
IM_UNUSED(gl_loader);
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
gl_loader = "GL3W";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
gl_loader = "GLEW";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
gl_loader = "GLAD";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
gl_loader = "GLAD2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
gl_loader = "glbinding2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
gl_loader = "glbinding3";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
gl_loader = "custom";
#else
gl_loader = "none";
#endif
// Make an arbitrary 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. // 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. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
GLint current_texture; GLint current_texture;
@ -223,8 +164,9 @@ void ImGui_ImplOpenGL3_Shutdown()
bool ImGui_ImplOpenGL3_NewFrame() bool ImGui_ImplOpenGL3_NewFrame()
{ {
if (!g_ShaderHandle) if (!g_FontTexture)
return ImGui_ImplOpenGL3_CreateDeviceObjects(); return ImGui_ImplOpenGL3_CreateDeviceObjects();
return true; return true;
} }
@ -241,14 +183,6 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif #endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
bool clip_origin_lower_left = true;
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
#endif
// Setup viewport, orthographic projection matrix // 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. // 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); glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -256,7 +190,6 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y; float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
const float ortho_projection[4][4] = const float ortho_projection[4][4] =
{ {
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
@ -267,12 +200,10 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glUseProgram(g_ShaderHandle); glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0); glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef GL_SAMPLER_BINDING
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
if (g_GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif #endif
(void)vertex_array_object; (void)vertex_array_object;
#ifndef IMGUI_IMPL_OPENGL_ES2 #ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(vertex_array_object); glBindVertexArray(vertex_array_object);
@ -303,14 +234,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Backup GL state // Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #ifdef GL_SAMPLER_BINDING
GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
#endif #endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2 #ifndef IMGUI_IMPL_OPENGL_ES2
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
#endif #endif
#ifdef GL_POLYGON_MODE #ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
@ -327,6 +258,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_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 // 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) // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
@ -347,8 +284,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers // Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); glBufferData(GL_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 * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.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++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
@ -374,16 +311,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) 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 // Apply scissor/clipping rectangle
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)); 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 // Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
if (g_GlVersion >= 320) glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
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
else
#endif
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
#endif
} }
} }
} }
@ -397,9 +336,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Restore modified GL state // Restore modified GL state
glUseProgram(last_program); glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #ifdef GL_SAMPLER_BINDING
if (g_GlVersion >= 330) glBindSampler(0, last_sampler);
glBindSampler(0, last_sampler);
#endif #endif
glActiveTexture(last_active_texture); glActiveTexture(last_active_texture);
#ifndef IMGUI_IMPL_OPENGL_ES2 #ifndef IMGUI_IMPL_OPENGL_ES2
@ -425,7 +363,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels; unsigned char* pixels;
int width, height; int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. 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 // Upload texture to graphics system
GLint last_texture; GLint last_texture;
@ -655,9 +593,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position"); g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV"); g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color"); g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
// Create buffers // Create buffers
glGenBuffers(1, &g_VboHandle); glGenBuffers(1, &g_VboHandle);
@ -677,13 +615,20 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
void ImGui_ImplOpenGL3_DestroyDeviceObjects() void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{ {
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } g_VboHandle = g_ElementsHandle = 0;
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } if (g_VertHandle) glDeleteShader(g_VertHandle);
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } 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(); ImGui_ImplOpenGL3_DestroyFontsTexture();
} }

View File

@ -1,18 +1,18 @@
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x // - Desktop GL: 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [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-bit indices. // [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. // 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. // 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 // https://github.com/ocornut/imgui
// About Desktop OpenGL function loaders: // About Desktop OpenGL function loaders:
// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. // 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). // 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. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
@ -22,66 +22,26 @@
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. // 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 #pragma once
#include "../imgui.h" // IMGUI_IMPL_API
// Backend API // 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 bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (Optional) Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Specific OpenGL ES versions
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Attempt to auto-detect the default Desktop GL loader based on available header files.
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
// Otherwise try to detect supported Desktop OpenGL loaders..
#elif defined(__has_include)
#if __has_include(<GL/glew.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
#elif __has_include(<glad/glad.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
#elif __has_include(<glad/gl.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD2
#elif __has_include(<GL/gl3w.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
#elif __has_include(<glbinding/glbinding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
#elif __has_include(<glbinding/Binding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
#else
#error "Cannot detect OpenGL loader!"
#endif
#else
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
#endif
#endif

View File

@ -2,8 +2,8 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [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-bit indices. // [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. // 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. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -11,7 +11,6 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: 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. // 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(). // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
@ -32,7 +31,12 @@
#include <d3d10_1.h> #include <d3d10_1.h>
#include <d3d10.h> #include <d3d10.h>
#include "imgui_shaderblobs.h" #include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h"
#ifdef USE_D3DCOMPILE
static ID3DBlob* g_pVertexShaderBlob = NULL;
static ID3DBlob* g_pPixelShaderBlob = NULL;
#endif
// DirectX data // DirectX data
static ID3D10Device* g_pd3dDevice = NULL; static ID3D10Device* g_pd3dDevice = NULL;
@ -78,7 +82,6 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader); ctx->PSSetShader(g_pPixelShader);
ctx->PSSetSamplers(0, 1, &g_pFontSampler); ctx->PSSetSamplers(0, 1, &g_pFontSampler);
ctx->GSSetShader(NULL);
// Setup render state // Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
@ -181,14 +184,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ID3D10SamplerState* PSSampler; ID3D10SamplerState* PSSampler;
ID3D10PixelShader* PS; ID3D10PixelShader* PS;
ID3D10VertexShader* VS; ID3D10VertexShader* VS;
ID3D10GeometryShader* GS;
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat; DXGI_FORMAT IndexBufferFormat;
ID3D10InputLayout* InputLayout; ID3D10InputLayout* InputLayout;
}; };
BACKUP_DX10_STATE old = {}; BACKUP_DX10_STATE old;
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
@ -200,7 +202,6 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ctx->PSGetShader(&old.PS); ctx->PSGetShader(&old.PS);
ctx->VSGetShader(&old.VS); ctx->VSGetShader(&old.VS);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
@ -255,7 +256,6 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
@ -285,7 +285,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0; desc.CPUAccessFlags = 0;
ID3D10Texture2D* pTexture = NULL; ID3D10Texture2D *pTexture = NULL;
D3D10_SUBRESOURCE_DATA subResource; D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels; subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4; subResource.SysMemPitch = desc.Width * 4;
@ -335,21 +335,69 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // 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. // 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 // Create the vertex shader
{ {
#ifdef USE_D3DCOMPILE
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;
#else
if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pVertexShader) != S_OK) if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pVertexShader) != S_OK)
return false; return false;
#endif
// Create the input layout // Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] = D3D10_INPUT_ELEMENT_DESC local_layout[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "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)IM_OFFSETOF(ImDrawVert, uv), 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)IM_OFFSETOF(ImDrawVert, col), 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)
return false;
#else
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pInputLayout) != S_OK) if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pInputLayout) != S_OK)
return false; return false;
#endif
// Create the constant buffer // Create the constant buffer
{ {
@ -365,10 +413,39 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// Create the pixel shader // Create the pixel shader
{ {
#ifdef USE_D3DCOMPILE
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;
#else
if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX10, ImGui_pixelShaderDX10_len, &g_pPixelShader) != S_OK) if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX10, ImGui_pixelShaderDX10_len, &g_pPixelShader) != S_OK)
return false; return false;
#endif
} }
#ifdef USE_D3DCOMPILE
unload_d3dcompile();
#endif
// Create the blending setup // Create the blending setup
{ {
D3D10_BLEND_DESC desc; D3D10_BLEND_DESC desc;
@ -432,6 +509,10 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = 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) bool ImGui_ImplDX10_Init(ID3D10Device* device)

View File

@ -2,15 +2,14 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [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-bit indices. // [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. // 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. // 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 // https://github.com/ocornut/imgui
#pragma once #pragma once
#include "../../imgui.h" // IMGUI_IMPL_API
struct ID3D10Device; struct ID3D10Device;
@ -19,6 +18,6 @@ IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();

View File

@ -2,8 +2,8 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [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-bit indices. // [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. // 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 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
@ -11,8 +11,6 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: 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. // 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(). // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
@ -32,7 +30,12 @@
#include <stdio.h> #include <stdio.h>
#include <d3d11.h> #include <d3d11.h>
#include "imgui_shaderblobs.h" #include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h"
#ifdef USE_D3DCOMPILE
static ID3DBlob* g_pVertexShaderBlob = NULL;
static ID3DBlob* g_pPixelShaderBlob = NULL;
#endif
// DirectX data // DirectX data
static ID3D11Device* g_pd3dDevice = NULL; static ID3D11Device* g_pd3dDevice = NULL;
@ -79,10 +82,6 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader, NULL, 0); ctx->PSSetShader(g_pPixelShader, NULL, 0);
ctx->PSSetSamplers(0, 1, &g_pFontSampler); ctx->PSSetSamplers(0, 1, &g_pFontSampler);
ctx->GSSetShader(NULL, NULL, 0);
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state // Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
@ -187,9 +186,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ID3D11SamplerState* PSSampler; ID3D11SamplerState* PSSampler;
ID3D11PixelShader* PS; ID3D11PixelShader* PS;
ID3D11VertexShader* VS; ID3D11VertexShader* VS;
ID3D11GeometryShader* GS; UINT PSInstancesCount, VSInstancesCount;
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
@ -205,12 +203,10 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler); ctx->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; old.PSInstancesCount = old.VSInstancesCount = 256;
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
@ -267,7 +263,6 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->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->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
@ -297,7 +292,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0; desc.CPUAccessFlags = 0;
ID3D11Texture2D* pTexture = NULL; ID3D11Texture2D *pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource; D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels; subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4; subResource.SysMemPitch = desc.Width * 4;
@ -347,77 +342,128 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // 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. // 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 // Create the vertex shader
{ {
#ifdef USE_D3DCOMPILE
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;\
}";
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"; 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
unsigned char* byteCode; unsigned char* byteCode;
SIZE_T byteCodeSize; SIZE_T byteCodeSize;
switch (g_pd3dDevice->GetFeatureLevel()) switch (g_pd3dDevice->GetFeatureLevel())
{ {
case D3D_FEATURE_LEVEL_9_1: case D3D_FEATURE_LEVEL_9_1:
byteCode = ImGui_vertexShaderDX11_9_1; byteCode = ImGui_vertexShaderDX11_9_1;
byteCodeSize = ImGui_vertexShaderDX11_9_1_len; byteCodeSize = ImGui_vertexShaderDX11_9_1_len;
break; break;
case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_2:
byteCode = ImGui_vertexShaderDX11_9_2; byteCode = ImGui_vertexShaderDX11_9_2;
byteCodeSize = ImGui_vertexShaderDX11_9_2_len; byteCodeSize = ImGui_vertexShaderDX11_9_2_len;
break; break;
case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_3:
byteCode = ImGui_vertexShaderDX11_9_3; byteCode = ImGui_vertexShaderDX11_9_3;
byteCodeSize = ImGui_vertexShaderDX11_9_3_len; byteCodeSize = ImGui_vertexShaderDX11_9_3_len;
break; break;
case D3D_FEATURE_LEVEL_10_0: case D3D_FEATURE_LEVEL_10_0:
byteCode = ImGui_vertexShaderDX11_10_0; byteCode = ImGui_vertexShaderDX11_10_0;
byteCodeSize = ImGui_vertexShaderDX11_10_0_len; byteCodeSize = ImGui_vertexShaderDX11_10_0_len;
break; break;
case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_1:
byteCode = ImGui_vertexShaderDX11_10_1; byteCode = ImGui_vertexShaderDX11_10_1;
byteCodeSize = ImGui_vertexShaderDX11_10_1_len; byteCodeSize = ImGui_vertexShaderDX11_10_1_len;
break; break;
case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_11_0:
byteCode = ImGui_vertexShaderDX11_11_0; byteCode = ImGui_vertexShaderDX11_11_0;
byteCodeSize = ImGui_vertexShaderDX11_11_0_len; byteCodeSize = ImGui_vertexShaderDX11_11_0_len;
break; break;
case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_1:
byteCode = ImGui_vertexShaderDX11_11_1; byteCode = ImGui_vertexShaderDX11_11_1;
byteCodeSize = ImGui_vertexShaderDX11_11_1_len; byteCodeSize = ImGui_vertexShaderDX11_11_1_len;
break; break;
case D3D_FEATURE_LEVEL_12_0: default:
byteCode = ImGui_vertexShaderDX11_12_0; byteCode = ImGui_vertexShaderDX11;
byteCodeSize = ImGui_vertexShaderDX11_12_0_len; byteCodeSize = ImGui_vertexShaderDX11_len;
break;
case D3D_FEATURE_LEVEL_12_1:
byteCode = ImGui_vertexShaderDX11_12_1;
byteCodeSize = ImGui_vertexShaderDX11_12_1_len;
break;
default:
byteCode = ImGui_vertexShaderDX11;
byteCodeSize = ImGui_vertexShaderDX11_len;
} }
auto x = g_pd3dDevice->CreateVertexShader(byteCode, byteCodeSize, NULL, &g_pVertexShader); auto x = g_pd3dDevice->CreateVertexShader(byteCode, byteCodeSize, NULL, &g_pVertexShader);
if (x != S_OK) if (x != S_OK)
return false; return false;
#endif
// Create the input layout // Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] = D3D11_INPUT_ELEMENT_DESC local_layout[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "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)IM_OFFSETOF(ImDrawVert, uv), 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)IM_OFFSETOF(ImDrawVert, col), 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)
return false;
#else
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, &g_pInputLayout) != S_OK) if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, &g_pInputLayout) != S_OK)
return false; return false;
#endif
// Create the constant buffer // Create the constant buffer
{ {
@ -433,67 +479,97 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the pixel shader // Create the pixel shader
{ {
#ifdef USE_D3DCOMPILE
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; \
}";
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"; 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);
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;
#else
unsigned char* byteCode; unsigned char* byteCode;
SIZE_T byteCodeSize; SIZE_T byteCodeSize;
switch (g_pd3dDevice->GetFeatureLevel()) switch (g_pd3dDevice->GetFeatureLevel())
{ {
case D3D_FEATURE_LEVEL_9_1: case D3D_FEATURE_LEVEL_9_1:
byteCode = ImGui_pixelShaderDX11_9_1; byteCode = ImGui_pixelShaderDX11_9_1;
byteCodeSize = ImGui_pixelShaderDX11_9_1_len; byteCodeSize = ImGui_pixelShaderDX11_9_1_len;
break; break;
case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_2:
byteCode = ImGui_pixelShaderDX11_9_2; byteCode = ImGui_pixelShaderDX11_9_2;
byteCodeSize = ImGui_pixelShaderDX11_9_2_len; byteCodeSize = ImGui_pixelShaderDX11_9_2_len;
break; break;
case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_3:
byteCode = ImGui_pixelShaderDX11_9_3; byteCode = ImGui_pixelShaderDX11_9_3;
byteCodeSize = ImGui_pixelShaderDX11_9_3_len; byteCodeSize = ImGui_pixelShaderDX11_9_3_len;
break; break;
case D3D_FEATURE_LEVEL_10_0: case D3D_FEATURE_LEVEL_10_0:
byteCode = ImGui_pixelShaderDX11_10_0; byteCode = ImGui_pixelShaderDX11_10_0;
byteCodeSize = ImGui_pixelShaderDX11_10_0_len; byteCodeSize = ImGui_pixelShaderDX11_10_0_len;
break; break;
case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_1:
byteCode = ImGui_pixelShaderDX11_10_1; byteCode = ImGui_pixelShaderDX11_10_1;
byteCodeSize = ImGui_pixelShaderDX11_10_1_len; byteCodeSize = ImGui_pixelShaderDX11_10_1_len;
break; break;
case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_11_0:
byteCode = ImGui_pixelShaderDX11_11_0; byteCode = ImGui_pixelShaderDX11_11_0;
byteCodeSize = ImGui_pixelShaderDX11_11_0_len; byteCodeSize = ImGui_pixelShaderDX11_11_0_len;
break; break;
case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_1:
byteCode = ImGui_pixelShaderDX11_11_1; byteCode = ImGui_pixelShaderDX11_11_1;
byteCodeSize = ImGui_pixelShaderDX11_11_1_len; byteCodeSize = ImGui_pixelShaderDX11_11_1_len;
break; break;
case D3D_FEATURE_LEVEL_12_0: default:
byteCode = ImGui_pixelShaderDX11_12_0; byteCode = ImGui_pixelShaderDX11;
byteCodeSize = ImGui_pixelShaderDX11_12_0_len; byteCodeSize = ImGui_pixelShaderDX11_len;
break;
case D3D_FEATURE_LEVEL_12_1:
byteCode = ImGui_pixelShaderDX11_12_1;
byteCodeSize = ImGui_pixelShaderDX11_12_1_len;
break;
default:
byteCode = ImGui_pixelShaderDX11;
byteCodeSize = ImGui_pixelShaderDX11_len;
} }
if (g_pd3dDevice->CreatePixelShader(byteCode, byteCodeSize, NULL, &g_pPixelShader) != S_OK) if (g_pd3dDevice->CreatePixelShader(byteCode, byteCodeSize, NULL, &g_pPixelShader) != S_OK)
{
return false; return false;
} #endif
} }
#ifdef USE_D3DCOMPILE
unload_d3dcompile();
#endif
// Create the blending setup // Create the blending setup
{ {
D3D11_BLEND_DESC desc; D3D11_BLEND_DESC desc;
@ -557,6 +633,10 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = 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) bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
@ -599,5 +679,6 @@ bool ImGui_ImplDX11_NewFrame()
{ {
if (!g_pFontSampler) if (!g_pFontSampler)
return ImGui_ImplDX11_CreateDeviceObjects(); return ImGui_ImplDX11_CreateDeviceObjects();
return true; return true;
} }

View File

@ -2,15 +2,14 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [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-bit indices. // [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. // 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. // 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 // https://github.com/ocornut/imgui
#pragma once #pragma once
#include "../../imgui.h" // IMGUI_IMPL_API
struct ID3D11Device; struct ID3D11Device;
struct ID3D11DeviceContext; struct ID3D11DeviceContext;
@ -20,6 +19,6 @@ IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();

View File

@ -1,24 +1,18 @@
// dear imgui: Renderer Backend for DirectX12 // dear imgui: Renderer for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [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-bit indices. // [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
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. // https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: 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. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Various minor tidying up. // 2019-03-29: Misc: Various minor tidying up.
@ -36,7 +30,12 @@
#include <d3d12.h> #include <d3d12.h>
#include <dxgi1_4.h> #include <dxgi1_4.h>
#include "imgui_shaderblobs.h" #include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h"
#ifdef USE_D3DCOMPILE
static ID3DBlob* g_pVertexShaderBlob = NULL;
static ID3DBlob* g_pPixelShaderBlob = NULL;
#endif
// DirectX data // DirectX data
static ID3D12Device* g_pd3dDevice = NULL; static ID3D12Device* g_pd3dDevice = NULL;
@ -58,14 +57,6 @@ static FrameResources* g_pFrameResources = NULL;
static UINT g_numFramesInFlight = 0; static UINT g_numFramesInFlight = 0;
static UINT g_frameIndex = UINT_MAX; static UINT g_frameIndex = UINT_MAX;
template<typename T>
static void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
}
struct VERTEX_CONSTANT_BUFFER struct VERTEX_CONSTANT_BUFFER
{ {
float mvp[4][4]; float mvp[4][4];
@ -127,6 +118,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
} }
// Render function // 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) void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
{ {
// Avoid rendering when minimized // Avoid rendering when minimized
@ -141,7 +133,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
{ {
SafeRelease(fr->VertexBuffer); if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D12_HEAP_PROPERTIES props; D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@ -164,7 +156,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
} }
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
{ {
SafeRelease(fr->IndexBuffer); if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props; D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@ -234,12 +226,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{ {
// Apply Scissor, Bind texture, Draw // 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) }; const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
if (r.right > r.left && r.bottom > r.top) ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
{ ctx->RSSetScissorRects(1, &r);
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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_idx_offset += cmd_list->IdxBuffer.Size;
@ -364,7 +353,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
hr = cmdList->Close(); hr = cmdList->Close();
IM_ASSERT(SUCCEEDED(hr)); IM_ASSERT(SUCCEEDED(hr));
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
hr = cmdQueue->Signal(fence, 1); hr = cmdQueue->Signal(fence, 1);
IM_ASSERT(SUCCEEDED(hr)); IM_ASSERT(SUCCEEDED(hr));
@ -387,7 +376,8 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
SafeRelease(g_pFontTextureResource); if (g_pFontTextureResource != NULL)
g_pFontTextureResource->Release();
g_pFontTextureResource = pTexture; g_pFontTextureResource = pTexture;
} }
@ -451,34 +441,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
if (d3d12_dll == NULL)
{
// Attempt to load d3d12.dll from local directories. This will only succeed if
// (1) the current OS is Windows 7, and
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
// See https://github.com/ocornut/imgui/pull/3696 for details.
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
break;
// If failed, we are on Windows >= 10.
if (d3d12_dll == NULL)
d3d12_dll = ::LoadLibraryA("d3d12.dll");
if (d3d12_dll == NULL)
return false;
}
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
if (D3D12SerializeRootSignatureFn == NULL)
return false;
ID3DBlob* blob = NULL; ID3DBlob* blob = NULL;
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
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; return false;
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
@ -502,13 +468,54 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
psoDesc.SampleDesc.Count = 1; psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; 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 // Create the vertex shader
{ {
psoDesc.VS = { ImGui_vertexShaderDX12, ImGui_vertexShaderDX12_len }; #ifdef USE_D3DCOMPILE
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() };
#else
psoDesc.VS = { ImGui_vertexShaderDX12, ImGui_vertexShaderDX12_len };
#endif
// Create the input layout // Create the input layout
static D3D12_INPUT_ELEMENT_DESC local_layout[] = static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "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 }, { "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 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
@ -518,9 +525,37 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// Create the pixel shader // Create the pixel shader
{ {
#ifdef USE_D3DCOMPILE
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() };
#else
psoDesc.PS = { ImGui_pixelShaderDX12, ImGui_pixelShaderDX12_len }; psoDesc.PS = { ImGui_pixelShaderDX12, ImGui_pixelShaderDX12_len };
#endif
} }
#ifdef USE_D3DCOMPILE
unload_d3dcompile();
#endif
// Create the blending setup // Create the blending setup
{ {
D3D12_BLEND_DESC& desc = psoDesc.BlendState; D3D12_BLEND_DESC& desc = psoDesc.BlendState;
@ -563,8 +598,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.BackFace = desc.FrontFace; desc.BackFace = desc.FrontFace;
} }
HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)); if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
if (result_pipeline_state != S_OK)
return false; return false;
ImGui_ImplDX12_CreateFontsTexture(); ImGui_ImplDX12_CreateFontsTexture();
@ -577,25 +611,26 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!g_pd3dDevice) if (!g_pd3dDevice)
return; return;
SafeRelease(g_pRootSignature);
SafeRelease(g_pPipelineState);
SafeRelease(g_pFontTextureResource);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. #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.
for (UINT i = 0; i < g_numFramesInFlight; i++) for (UINT i = 0; i < g_numFramesInFlight; i++)
{ {
FrameResources* fr = &g_pFrameResources[i]; FrameResources* fr = &g_pFrameResources[i];
SafeRelease(fr->IndexBuffer); if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
SafeRelease(fr->VertexBuffer); if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
} }
} }
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, 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) D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{ {
// Setup backend capabilities flags // Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx12"; io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -607,7 +642,6 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
g_pFrameResources = new FrameResources[num_frames_in_flight]; g_pFrameResources = new FrameResources[num_frames_in_flight];
g_numFramesInFlight = num_frames_in_flight; g_numFramesInFlight = num_frames_in_flight;
g_frameIndex = UINT_MAX; g_frameIndex = UINT_MAX;
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
// Create buffers with a default size (they will later be grown as needed) // Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++) for (int i = 0; i < num_frames_in_flight; i++)
@ -638,5 +672,6 @@ bool ImGui_ImplDX12_NewFrame()
{ {
if (!g_pPipelineState) if (!g_pPipelineState)
return ImGui_ImplDX12_CreateDeviceObjects(); return ImGui_ImplDX12_CreateDeviceObjects();
return true; return true;
} }

View File

@ -1,29 +1,20 @@
// dear imgui: Renderer Backend for DirectX12 // dear imgui: Renderer for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [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-bit indices. // [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
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. // https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once #pragma once
#include "../../imgui.h" // IMGUI_IMPL_API
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type
#endif
enum DXGI_FORMAT; enum DXGI_FORMAT;
struct ID3D12Device; struct ID3D12Device;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList; struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE;
@ -32,17 +23,12 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate // 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. // 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. // font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, 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); 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_Shutdown();
IMGUI_IMPL_API bool ImGui_ImplDX12_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
#ifdef _MSC_VER
#pragma warning (pop)
#endif

View File

@ -2,8 +2,8 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [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-bit indices. // [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. // 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. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -60,16 +60,16 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
g_pd3dDevice->SetPixelShader(NULL); g_pd3dDevice->SetPixelShader(NULL);
g_pd3dDevice->SetVertexShader(NULL); g_pd3dDevice->SetVertexShader(NULL);
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
@ -130,7 +130,6 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return; return;
d3d9_state_block->Capture();
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) // 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; D3DMATRIX last_world, last_view, last_projection;
g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
@ -200,7 +199,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
g_pd3dDevice->SetTexture(0, texture); g_pd3dDevice->SetTexture(0, texture);
g_pd3dDevice->SetScissorRect(&r); 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); 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_idx_offset += cmd_list->IdxBuffer.Size;
@ -251,7 +250,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
return false; return false;
for (int y = 0; y < height; y++) 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)); 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); g_FontTexture->UnlockRect(0);
// Store our identifier // Store our identifier
@ -282,5 +281,6 @@ bool ImGui_ImplDX9_NewFrame()
{ {
if (!g_FontTexture) if (!g_FontTexture)
return ImGui_ImplDX9_CreateDeviceObjects(); return ImGui_ImplDX9_CreateDeviceObjects();
return true; return true;
} }

View File

@ -2,15 +2,14 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [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-bit indices. // [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. // 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. // 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 // https://github.com/ocornut/imgui
#pragma once #pragma once
#include "../../imgui.h" // IMGUI_IMPL_API
struct IDirect3DDevice9; struct IDirect3DDevice9;
@ -19,6 +18,6 @@ IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();

View File

@ -2,7 +2,7 @@
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [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: 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: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
@ -13,25 +13,11 @@
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#endif #endif
#include <windows.h> #include <windows.h>
#include <tchar.h>
// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <XInput.h> #include <XInput.h>
#else #include <tchar.h>
#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
#endif
#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
#pragma comment(lib, "xinput")
//#pragma comment(lib, "Xinput9_1_0")
#endif
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). // 2019-05-11: 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: 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. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
@ -53,7 +39,7 @@
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
// Win32 Data // Win32 Data
static HWND g_hWnd = NULL; static HWND g_hWnd = 0;
static INT64 g_Time = 0; static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0; static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
@ -63,9 +49,9 @@ static bool g_WantUpdateHasGamepad = true;
// Functions // Functions
bool ImGui_ImplWin32_Init(void* hwnd) bool ImGui_ImplWin32_Init(void* hwnd)
{ {
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false; return false;
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false; return false;
// Setup back-end capabilities flags // Setup back-end capabilities flags
@ -92,7 +78,6 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V'; io.KeyMap[ImGuiKey_V] = 'V';
@ -134,7 +119,6 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
} }
::SetCursor(::LoadCursor(NULL, win32_cursor)); ::SetCursor(::LoadCursor(NULL, win32_cursor));
} }
@ -162,10 +146,14 @@ static void ImGui_ImplWin32_UpdateMousePos()
io.MousePos = ImVec2((float)pos.x, (float)pos.y); io.MousePos = ImVec2((float)pos.x, (float)pos.y);
} }
/*
#ifdef _MSC_VER
#pragma comment(lib, "xinput")
#endif
// Gamepad navigation mapping // Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads() static void ImGui_ImplWin32_UpdateGamepads()
{ {
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs)); memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
@ -208,8 +196,8 @@ static void ImGui_ImplWin32_UpdateGamepads()
#undef MAP_BUTTON #undef MAP_BUTTON
#undef MAP_ANALOG #undef MAP_ANALOG
} }
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
} }
*/
void ImGui_ImplWin32_NewFrame() void ImGui_ImplWin32_NewFrame()
{ {
@ -223,7 +211,7 @@ void ImGui_ImplWin32_NewFrame()
// Setup time step // Setup time step
INT64 current_time; INT64 current_time;
::QueryPerformanceCounter((LARGE_INTEGER*)&current_time); ::QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time; g_Time = current_time;
@ -246,7 +234,7 @@ void ImGui_ImplWin32_NewFrame()
} }
// Update game controllers (if enabled and available) // 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. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
@ -257,18 +245,13 @@ void ImGui_ImplWin32_NewFrame()
#define DBT_DEVNODES_CHANGED 0x0007 #define DBT_DEVNODES_CHANGED 0x0007
#endif #endif
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) // Process Win32 mouse/keyboard inputs.
// Call from your application's message handler. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - 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. // - 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. // 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: 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. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
#if 0
// Copy this line into your .cpp file to forward declare the function.
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{ {
if (ImGui::GetCurrentContext() == NULL) if (ImGui::GetCurrentContext() == NULL)
@ -325,8 +308,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 0; return 0;
case WM_CHAR: case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned int)wParam);
io.AddInputCharacterUTF16((unsigned short)wParam);
return 0; return 0;
case WM_SETCURSOR: case WM_SETCURSOR:
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
@ -340,107 +322,3 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 0; return 0;
} }
//--------------------------------------------------------------------------------------------------------
// DPI-related helpers (optional)
//--------------------------------------------------------------------------------------------------------
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
//---------------------------------------------------------------------------------------------------------
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
// If you are trying to implement your own back-end for your own engine, you may ignore that noise.
//---------------------------------------------------------------------------------------------------------
// Implement some of the functions and types normally declared in recent Windows SDK.
#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
{
OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
return ::VerifyVersionInfoW(&osvi, mask, cond);
}
#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
#endif
#ifndef DPI_ENUMS_DECLARED
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
#endif
#ifndef _DPI_AWARENESS_CONTEXTS_
DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
#endif
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
#endif
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
// if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
{
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
{
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
return;
}
}
if (IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
{
SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
return;
}
}
#if _WIN32_WINNT >= 0x0600
::SetProcessDPIAware();
#endif
}
#if defined(_MSC_VER) && !defined(NOGDI)
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps()
#endif
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
UINT xdpi = 96, ydpi = 96;
static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
if (bIsWindows8Point1OrGreater)
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
}
#ifndef NOGDI
else
{
const HDC dc = ::GetDC(NULL);
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
::ReleaseDC(NULL, dc);
}
#endif
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
return xdpi / 96.0f;
}
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
{
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
}
//---------------------------------------------------------------------------------------------------------

View File

@ -2,36 +2,20 @@
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [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: 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: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
#pragma once #pragma once
#include "../../imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Configuration // Handler for Win32 messages, update mouse/keyboard data.
// - Disable gamepad support or linking with xinput.lib // You may or not need this for your implementation, but it can serve as reference for handling inputs.
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT /*
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler your application need to call. */
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
#if 0
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// DPI-related helpers (optional)
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor

View File

@ -1,10 +1,10 @@
// [DEAR IMGUI] // [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.00. // This is a slightly modified version of stb_rect_pack.h 0.99.
// Those changes would need to be pushed into nothings/stb: // Those changes would need to be pushed into nothings/stb:
// - Added STBRP__CDECL // - Added STBRP__CDECL
// Grep for [DEAR IMGUI] to find the changes. // Grep for [DEAR IMGUI] to find the changes.
// stb_rect_pack.h - v1.00 - public domain - rectangle packing // stb_rect_pack.h - v0.99 - public domain - rectangle packing
// Sean Barrett 2014 // Sean Barrett 2014
// //
// Useful for e.g. packing rectangular textures into an atlas. // Useful for e.g. packing rectangular textures into an atlas.
@ -37,11 +37,9 @@
// //
// Bugfixes / warning fixes // Bugfixes / warning fixes
// Jeremy Jaussaud // Jeremy Jaussaud
// Fabian Giesen
// //
// Version history: // Version history:
// //
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes // 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result // 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings // 0.10 (2016-10-25) remove cast-away-const to avoid warnings
@ -359,13 +357,6 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
width -= width % c->align; width -= width % c->align;
STBRP_ASSERT(width % c->align == 0); STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head; node = c->active_head;
prev = &c->active_head; prev = &c->active_head;
while (node->x + width <= c->width) { while (node->x + width <= c->width) {
@ -429,7 +420,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
} }
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height <= c->height) { if (y + height < c->height) {
if (y <= best_y) { if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos; best_x = xpos;

View File

@ -1,4 +1,4 @@
// [DEAR IMGUI] // [DEAR IMGUI]
// This is a slightly modified version of stb_textedit.h 1.13. // This is a slightly modified version of stb_textedit.h 1.13.
// Those changes would need to be pushed into nothings/stb: // Those changes would need to be pushed into nothings/stb:
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
@ -148,8 +148,6 @@
// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right // STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right
// STB_TEXTEDIT_K_UP keyboard input to move cursor up // STB_TEXTEDIT_K_UP keyboard input to move cursor up
// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down // STB_TEXTEDIT_K_DOWN keyboard input to move cursor down
// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME // 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_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_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME
@ -172,10 +170,14 @@
// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text // 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 // 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 // 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 // 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, // be a bitflag, so we can test the shifted state of cursor movements to allow selection,
// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. // 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 // 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, // then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
@ -335,10 +337,6 @@ typedef struct
// each textfield keeps its own insert mode state. to keep an app-wide // each textfield keeps its own insert mode state. to keep an app-wide
// insert mode, copy this value in/out of the app state // insert mode, copy this value in/out of the app state
int row_count_per_page;
// page size in number of row.
// this value MUST be set to >0 for pageup or pagedown in multilines documents.
///////////////////// /////////////////////
// //
// private data // private data
@ -857,16 +855,12 @@ retry:
break; break;
case STB_TEXTEDIT_K_DOWN: case STB_TEXTEDIT_K_DOWN:
case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: {
case STB_TEXTEDIT_K_PGDOWN:
case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {
StbFindState find; StbFindState find;
StbTexteditRow row; StbTexteditRow row;
int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;
int row_count = is_page ? state->row_count_per_page : 1;
if (!is_page && state->single_line) { if (state->single_line) {
// on windows, up&down in single-line behave like left&right // on windows, up&down in single-line behave like left&right
key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
goto retry; goto retry;
@ -875,25 +869,17 @@ retry:
if (sel) if (sel)
stb_textedit_prep_selection_at_cursor(state); stb_textedit_prep_selection_at_cursor(state);
else if (STB_TEXT_HAS_SELECTION(state)) else if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_last(str, state); stb_textedit_move_to_last(str,state);
// compute current position of cursor point // compute current position of cursor point
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
for (j = 0; j < row_count; ++j) { // now find character position down a row
float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; if (find.length) {
float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
float x;
int start = find.first_char + find.length; int start = find.first_char + find.length;
if (find.length == 0)
break;
// [DEAR IMGUI]
// going down while being on the last line shouldn't bring us to that line end
if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
break;
// now find character position down a row
state->cursor = start; state->cursor = start;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0; x = row.x0;
@ -915,25 +901,17 @@ retry:
if (sel) if (sel)
state->select_end = state->cursor; state->select_end = state->cursor;
// go to next line
find.first_char = find.first_char + find.length;
find.length = row.num_chars;
} }
break; break;
} }
case STB_TEXTEDIT_K_UP: case STB_TEXTEDIT_K_UP:
case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: {
case STB_TEXTEDIT_K_PGUP:
case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {
StbFindState find; StbFindState find;
StbTexteditRow row; StbTexteditRow row;
int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;
int row_count = is_page ? state->row_count_per_page : 1;
if (!is_page && state->single_line) { if (state->single_line) {
// on windows, up&down become left&right // on windows, up&down become left&right
key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
goto retry; goto retry;
@ -948,14 +926,11 @@ retry:
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
for (j = 0; j < row_count; ++j) { // can only go up if there's a previous row
float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; if (find.prev_first != find.first_char) {
// can only go up if there's a previous row
if (find.prev_first == find.first_char)
break;
// now find character position up a row // 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; state->cursor = find.prev_first;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0; x = row.x0;
@ -977,14 +952,6 @@ retry:
if (sel) if (sel)
state->select_end = state->cursor; state->select_end = state->cursor;
// go to previous line
// (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)
--prev_scan;
find.first_char = find.prev_first;
find.prev_first = prev_scan;
} }
break; break;
} }
@ -1108,6 +1075,10 @@ retry:
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
} }
// @TODO:
// STB_TEXTEDIT_K_PGUP - move cursor up a page
// STB_TEXTEDIT_K_PGDOWN - move cursor down a page
} }
} }
@ -1163,7 +1134,7 @@ static void stb_textedit_discard_redo(StbUndoState *state)
state->undo_rec[i].char_storage += n; 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' // now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
// [DEAR IMGUI] // {DEAR IMGUI]
size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); 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_begin = (char*)state->undo_rec; (void)buf_begin;
const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
@ -1379,7 +1350,6 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin
state->initialized = 1; state->initialized = 1;
state->single_line = (unsigned char) is_single_line; state->single_line = (unsigned char) is_single_line;
state->insert_mode = 0; state->insert_mode = 0;
state->row_count_per_page = 0;
} }
// API initialize // API initialize

View File

@ -1,4 +1,4 @@
// [DEAR IMGUI] // [DEAR IMGUI]
// This is a slightly modified version of stb_truetype.h 1.20. // This is a slightly modified version of stb_truetype.h 1.20.
// Mostly fixing for compiler and static analyzer warnings. // Mostly fixing for compiler and static analyzer warnings.
// Grep for [DEAR IMGUI] to find the changes. // Grep for [DEAR IMGUI] to find the changes.
@ -2538,11 +2538,11 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i
// There are no other cases. // There are no other cases.
STBTT_assert(0); STBTT_assert(0);
break; break;
} // [DEAR IMGUI] removed ; };
} }
} }
break; break;
} // [DEAR IMGUI] removed ; };
default: default:
// TODO: Implement other stuff. // TODO: Implement other stuff.
@ -4132,7 +4132,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect
STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) 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; stbtt_fontinfo info;
int i,j,n, return_value; // [DEAR IMGUI] removed = 1 int i,j,n, return_value = 1;
//stbrp_context *context = (stbrp_context *) spc->pack_info; //stbrp_context *context = (stbrp_context *) spc->pack_info;
stbrp_rect *rects; stbrp_rect *rects;

View File

@ -6,9 +6,11 @@ call build_env_x86.bat
cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl dll/rtlgenrandom.c dll/rtlgenrandom.def
cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY 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\glew.c 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 /DEMU_OVERLAY 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\glew.c 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 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 "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
call build_env_x64.bat call build_env_x64.bat
cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl dll/rtlgenrandom.c dll/rtlgenrandom.def
cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY 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\glew.c 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 /DEMU_OVERLAY 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\glew.c 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 steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll
cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll

View File

@ -4,6 +4,8 @@ call build_set_protobuf_directories.bat
call build_env_x86.bat call build_env_x86.bat
cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl dll/rtlgenrandom.c dll/rtlgenrandom.def
cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DEMU_OVERLAY 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\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient.dll cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DEMU_OVERLAY 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\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient.dll
cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll
call build_env_x64.bat call build_env_x64.bat
cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl dll/rtlgenrandom.c dll/rtlgenrandom.def
cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DEMU_OVERLAY 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\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DEMU_OVERLAY 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\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient64.dll
cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll

View File

@ -187,7 +187,7 @@ static void *create_client_interface(const char *ver)
STEAMAPI_API void * S_CALLTYPE SteamInternal_CreateInterface( const char *ver ) STEAMAPI_API void * S_CALLTYPE SteamInternal_CreateInterface( const char *ver )
{ {
PRINT_DEBUG("SteamInternal_CreateInterface %s\n", ver); PRINT_DEBUG("SteamInternal_CreateInterface %s\n", ver);
if (!get_steam_client()->user_logged_in && !get_steam_client()->IsServerInit()) return NULL; if (!get_steam_client()->user_logged_in) return NULL;
return create_client_interface(ver); return create_client_interface(ver);
} }
@ -509,7 +509,6 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_InitSafe()
STEAMAPI_API ISteamClient *SteamClient() { STEAMAPI_API ISteamClient *SteamClient() {
PRINT_DEBUG("SteamClient()\n"); PRINT_DEBUG("SteamClient()\n");
load_old_interface_versions(); load_old_interface_versions();
if (!get_steam_client()->user_logged_in) return NULL;
return (ISteamClient *)SteamInternal_CreateInterface(old_client); return (ISteamClient *)SteamInternal_CreateInterface(old_client);
} }

View File

@ -757,11 +757,6 @@ STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( IStea
return (get_steam_client()->steam_friends)->RegisterProtocolInOverlayBrowser(pchProtocol); return (get_steam_client()->steam_friends)->RegisterProtocolInOverlayBrowser(pchProtocol);
} }
STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialogConnectString( ISteamFriends* self, const char * pchConnectString )
{
return (get_steam_client()->steam_friends)->ActivateGameOverlayInviteDialogConnectString(pchConnectString);
}
STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v010() STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v010()
{ {
return get_steam_client()->GetISteamUtils(flat_hsteampipe(), "SteamUtils010"); return get_steam_client()->GetISteamUtils(flat_hsteampipe(), "SteamUtils010");
@ -2889,11 +2884,6 @@ STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v001()
return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput001"); return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput001");
} }
STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v002()
{
return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput002");
}
STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self ) STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self )
{ {
return (get_steam_client()->steam_controller)->Init(); return (get_steam_client()->steam_controller)->Init();
@ -3074,11 +3064,6 @@ STEAMAPI_API ISteamController *SteamAPI_SteamController_v007()
return get_steam_client()->GetISteamController(flat_hsteamuser(), flat_hsteampipe(), "SteamController007"); return get_steam_client()->GetISteamController(flat_hsteamuser(), flat_hsteampipe(), "SteamController007");
} }
STEAMAPI_API ISteamController *SteamAPI_SteamController_v008()
{
return get_steam_client()->GetISteamController(flat_hsteamuser(), flat_hsteampipe(), "SteamController008");
}
STEAMAPI_API bool SteamAPI_ISteamController_Init( ISteamController* self ) STEAMAPI_API bool SteamAPI_ISteamController_Init( ISteamController* self )
{ {
return (get_steam_client()->steam_controller)->Init(); return (get_steam_client()->steam_controller)->Init();
@ -3254,21 +3239,11 @@ STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v014()
return get_steam_client()->GetISteamUGC(flat_hsteamuser(), flat_hsteampipe(), "STEAMUGC_INTERFACE_VERSION014"); return get_steam_client()->GetISteamUGC(flat_hsteamuser(), flat_hsteampipe(), "STEAMUGC_INTERFACE_VERSION014");
} }
STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v015()
{
return get_steam_client()->GetISteamUGC(flat_hsteamuser(), flat_hsteampipe(), "STEAMUGC_INTERFACE_VERSION015");
}
STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014() STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014()
{ {
return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION014"); return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION014");
} }
STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v015()
{
return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION015");
}
STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage )
{ {
int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc);
@ -3365,42 +3340,6 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQuer
return (ptr)->GetQueryUGCResult(handle, index, pDetails); return (ptr)->GetQueryUGCResult(handle, index, pDetails);
} }
STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index )
{
int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc);
int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc);
auto ptr = get_steam_client()->steam_gameserver_ugc;
if (test1 >= 0 && (test2 < 0 || test1 < test2)) {
ptr = get_steam_client()->steam_ugc;
}
return (ptr)->GetQueryUGCNumTags(handle, index);
}
STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize )
{
int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc);
int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc);
auto ptr = get_steam_client()->steam_gameserver_ugc;
if (test1 >= 0 && (test2 < 0 || test1 < test2)) {
ptr = get_steam_client()->steam_ugc;
}
return (ptr)->GetQueryUGCTag(handle, index, indexTag, pchValue, cchValueSize);
}
STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize )
{
int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc);
int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc);
auto ptr = get_steam_client()->steam_gameserver_ugc;
if (test1 >= 0 && (test2 < 0 || test1 < test2)) {
ptr = get_steam_client()->steam_ugc;
}
return (ptr)->GetQueryUGCTagDisplayName(handle, index, indexTag, pchValue, cchValueSize);
}
STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ) STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize )
{ {
int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc);
@ -5173,21 +5112,11 @@ STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_v002()
return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingMessages002"); return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingMessages002");
} }
STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_SteamAPI_v002()
{
return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingMessages002");
}
STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_v002() STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_v002()
{ {
return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingMessages002"); return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingMessages002");
} }
STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_SteamAPI_v002()
{
return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingMessages002");
}
STEAMAPI_API EResult SteamAPI_ISteamNetworkingMessages_SendMessageToUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, const void * pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) STEAMAPI_API EResult SteamAPI_ISteamNetworkingMessages_SendMessageToUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, const void * pubData, uint32 cubData, int nSendFlags, int nRemoteChannel )
{ {
return self->SendMessageToUser(identityRemote, pubData, cubData, nSendFlags, nRemoteChannel); return self->SendMessageToUser(identityRemote, pubData, cubData, nSendFlags, nRemoteChannel);
@ -5218,16 +5147,6 @@ STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_G
return self->GetSessionConnectionInfo(identityRemote, pConnectionInfo, pQuickStatus); return self->GetSessionConnectionInfo(identityRemote, pConnectionInfo, pQuickStatus);
} }
STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v009()
{
return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets009");
}
STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v009()
{
return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingSockets009");
}
STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v009() STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v009()
{ {
return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets009"); return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets009");
@ -5468,11 +5387,6 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingCustomSignalingRecvContext_SendReject
return self->SendRejectionSignal(identityPeer, pMsg, cbMsg); return self->SendRejectionSignal(identityPeer, pMsg, cbMsg);
} }
STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_SteamAPI_v003()
{
return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils003");
}
STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003() STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003()
{ {
return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils003"); return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils003");
@ -6144,26 +6058,6 @@ STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetXboxPairwiseID( St
return "";//self->GetXboxPairwiseID(); return "";//self->GetXboxPairwiseID();
} }
STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetPSNID( SteamNetworkingIdentity* self, uint64 id )
{
}
STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetPSNID( SteamNetworkingIdentity* self )
{
return 0;
}
STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetStadiaID( SteamNetworkingIdentity* self, uint64 id )
{
}
STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetStadiaID( SteamNetworkingIdentity* self )
{
return 0;
}
STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPAddr( SteamNetworkingIdentity* self, const SteamNetworkingIPAddr & addr ) STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPAddr( SteamNetworkingIdentity* self, const SteamNetworkingIPAddr & addr )
{ {
return self->SetIPAddr(addr); return self->SetIPAddr(addr);

View File

@ -849,8 +849,6 @@ ISteamController *Steam_Client::GetISteamController( HSteamUser hSteamUser, HSte
return (ISteamController *)(void *)(ISteamController005 *)steam_controller; return (ISteamController *)(void *)(ISteamController005 *)steam_controller;
} else if (strcmp(pchVersion, "SteamController006") == 0) { } else if (strcmp(pchVersion, "SteamController006") == 0) {
return (ISteamController *)(void *)(ISteamController006 *)steam_controller; return (ISteamController *)(void *)(ISteamController006 *)steam_controller;
} else if (strcmp(pchVersion, "SteamController007") == 0) {
return (ISteamController *)(void *)(ISteamController007 *)steam_controller;
} else if (strcmp(pchVersion, STEAMCONTROLLER_INTERFACE_VERSION) == 0) { } else if (strcmp(pchVersion, STEAMCONTROLLER_INTERFACE_VERSION) == 0) {
return (ISteamController *)(void *)(ISteamController *)steam_controller; return (ISteamController *)(void *)(ISteamController *)steam_controller;
} else { } else {
@ -903,8 +901,6 @@ ISteamUGC *Steam_Client::GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamP
return (ISteamUGC *)(void *)(ISteamUGC012 *)steam_ugc_temp; return (ISteamUGC *)(void *)(ISteamUGC012 *)steam_ugc_temp;
} else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION013") == 0) { } else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION013") == 0) {
return (ISteamUGC *)(void *)(ISteamUGC013 *)steam_ugc_temp; return (ISteamUGC *)(void *)(ISteamUGC013 *)steam_ugc_temp;
} else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION014") == 0) {
return (ISteamUGC *)(void *)(ISteamUGC014 *)steam_ugc_temp;
} else if (strcmp(pchVersion, STEAMUGC_INTERFACE_VERSION) == 0) { } else if (strcmp(pchVersion, STEAMUGC_INTERFACE_VERSION) == 0) {
return (ISteamUGC *)(void *)(ISteamUGC *)steam_ugc_temp; return (ISteamUGC *)(void *)(ISteamUGC *)steam_ugc_temp;
} else { } else {
@ -1061,14 +1057,6 @@ ISteamInput *Steam_Client::GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSt
PRINT_DEBUG("GetISteamInput %s\n", pchVersion); PRINT_DEBUG("GetISteamInput %s\n", pchVersion);
if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL;
if (strcmp(pchVersion, "SteamInput001") == 0) {
return (ISteamInput *)(void *)(ISteamInput001 *)steam_controller;
} else if (strcmp(pchVersion, STEAMINPUT_INTERFACE_VERSION) == 0) {
return (ISteamInput *)(void *)(ISteamInput *)steam_controller;
} else {
return (ISteamInput *)(void *)(ISteamInput *)steam_controller;
}
return steam_controller; return steam_controller;
} }

View File

@ -72,9 +72,7 @@ public ISteamController003,
public ISteamController004, public ISteamController004,
public ISteamController005, public ISteamController005,
public ISteamController006, public ISteamController006,
public ISteamController007,
public ISteamController, public ISteamController,
public ISteamInput001,
public ISteamInput public ISteamInput
{ {
class Settings *settings; class Settings *settings;

View File

@ -1008,12 +1008,6 @@ bool RegisterProtocolInOverlayBrowser( const char *pchProtocol )
return false; return false;
} }
// Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends
void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString )
{
PRINT_DEBUG("Steam_Friends::ActivateGameOverlayInviteDialogConnectString\n");
}
void RunCallbacks() void RunCallbacks()
{ {
PRINT_DEBUG("Steam_Friends::RunCallbacks\n"); PRINT_DEBUG("Steam_Friends::RunCallbacks\n");

View File

@ -754,7 +754,6 @@ SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn
pMsg->m_identityPeer = connect_socket->second.remote_identity; pMsg->m_identityPeer = connect_socket->second.remote_identity;
pMsg->m_nConnUserData = connect_socket->second.user_data; pMsg->m_nConnUserData = connect_socket->second.user_data;
pMsg->m_usecTimeReceived = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - created).count(); pMsg->m_usecTimeReceived = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - created).count();
//TODO: check where messagenumber starts
pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter; pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter;
++connect_socket->second.packet_receive_counter; ++connect_socket->second.packet_receive_counter;

View File

@ -38,7 +38,6 @@ public ISteamUGC009,
public ISteamUGC010, public ISteamUGC010,
public ISteamUGC012, public ISteamUGC012,
public ISteamUGC013, public ISteamUGC013,
public ISteamUGC014,
public ISteamUGC public ISteamUGC
{ {
class Settings *settings; class Settings *settings;
@ -182,23 +181,6 @@ bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t
return true; return true;
} }
uint32 GetQueryUGCNumTags( UGCQueryHandle_t handle, uint32 index )
{
PRINT_DEBUG("Steam_UGC::GetQueryUGCNumTags\n");
return 0;
}
bool GetQueryUGCTag( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize )
{
PRINT_DEBUG("Steam_UGC::GetQueryUGCTag\n");
return false;
}
bool GetQueryUGCTagDisplayName( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize )
{
PRINT_DEBUG("Steam_UGC::GetQueryUGCTagDisplayName\n");
return false;
}
bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize )
{ {

View File

@ -428,7 +428,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
{ {
state.window_state &= ~window_state_need_attention; state.window_state &= ~window_state_need_attention;
} }
ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetFrameHeightWithSpacing()*4 }, ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetItemsLineHeightWithSpacing()*4 },
ImVec2{ std::numeric_limits<float>::max() , std::numeric_limits<float>::max() }); ImVec2{ std::numeric_limits<float>::max() , std::numeric_limits<float>::max() });
// Window id is after the ###, the window title is the friend name // Window id is after the ###, the window title is the friend name
@ -457,7 +457,8 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
} }
} }
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);
// TODO: Fix the layout of the chat line + send button. // 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) // It should be like this: chat input should fill the window size minus send button size (button size is fixed)
// |------------------------------| // |------------------------------|

View File

@ -165,7 +165,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL; io.IniFilename = NULL;
ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, NULL, ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM,
pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());

View File

@ -1,23 +1,35 @@
/* #include "ImGui_ShaderBlobs.h"
* Copyright (C) 2019-2020 Nemirtingas
* This file is part of the Nemirtingas's Steam Emulator
*
* The Nemirtingas's Steam 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 Nemirtingas's Steam 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
* <http://www.gnu.org/licenses/>.
*/
#include "imgui_shaderblobs.h" #ifdef USE_D3DCOMPILE
#include <stdio.h>
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[] = { extern unsigned char ImGui_vertexShaderDX10[] = {
0x44, 0x58, 0x42, 0x43, 0x7a, 0x54, 0x84, 0x96, 0xdf, 0xd1, 0x9e, 0x21, 0x44, 0x58, 0x42, 0x43, 0x7a, 0x54, 0x84, 0x96, 0xdf, 0xd1, 0x9e, 0x21,
@ -380,6 +392,82 @@ extern unsigned char ImGui_vertexShaderDX11_9_3[] = {
0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab
}; };
extern unsigned char ImGui_vertexShaderDX11_10_0[] = {
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_vertexShaderDX11_10_1[] = { extern unsigned char ImGui_vertexShaderDX11_10_1[] = {
0x44, 0x58, 0x42, 0x43, 0xd3, 0xde, 0x09, 0xcf, 0xb2, 0x75, 0xc7, 0x09, 0x44, 0x58, 0x42, 0x43, 0xd3, 0xde, 0x09, 0xcf, 0xb2, 0x75, 0xc7, 0x09,
0x8b, 0xe6, 0x9d, 0xdc, 0x14, 0xc9, 0x0b, 0x59, 0x01, 0x00, 0x00, 0x00, 0x8b, 0xe6, 0x9d, 0xdc, 0x14, 0xc9, 0x0b, 0x59, 0x01, 0x00, 0x00, 0x00,
@ -543,7 +631,177 @@ extern unsigned char ImGui_vertexShaderDX11_11_0[] = {
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, 0xab, 0xab,
0x5c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x84, 0x00, 0x00, 0x00,
0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xac, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0x50, 0x72, 0x6f, 0x6a, 0x65, 0x63, 0x74, 0x69,
0x6f, 0x6e, 0x4d, 0x61, 0x74, 0x72, 0x69, 0x78, 0x00, 0x66, 0x6c, 0x6f,
0x61, 0x74, 0x34, 0x78, 0x34, 0x00, 0xab, 0xab, 0x03, 0x00, 0x03, 0x00,
0x04, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xbd, 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, 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[] = {
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, 0xab, 0xab,
0x5c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x84, 0x00, 0x00, 0x00,
0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xac, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0x50, 0x72, 0x6f, 0x6a, 0x65, 0x63, 0x74, 0x69,
0x6f, 0x6e, 0x4d, 0x61, 0x74, 0x72, 0x69, 0x78, 0x00, 0x66, 0x6c, 0x6f,
0x61, 0x74, 0x34, 0x78, 0x34, 0x00, 0xab, 0xab, 0x03, 0x00, 0x03, 0x00,
0x04, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xbd, 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, 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_pixelShaderDX10[] = { extern unsigned char ImGui_pixelShaderDX10[] = {
0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4,
@ -838,6 +1096,64 @@ extern unsigned char ImGui_pixelShaderDX11_9_3[] = {
0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xab, 0xab 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, 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_pixelShaderDX11_10_1[] = { extern unsigned char ImGui_pixelShaderDX11_10_1[] = {
0x44, 0x58, 0x42, 0x43, 0xed, 0x0b, 0x5f, 0x62, 0x62, 0x1f, 0xad, 0x3c, 0x44, 0x58, 0x42, 0x43, 0xed, 0x0b, 0x5f, 0x62, 0x62, 0x1f, 0xad, 0x3c,
0x16, 0xc6, 0xe5, 0x68, 0x51, 0x61, 0xc0, 0x0f, 0x01, 0x00, 0x00, 0x00, 0x16, 0xc6, 0xe5, 0x68, 0x51, 0x61, 0xc0, 0x0f, 0x01, 0x00, 0x00, 0x00,
@ -961,3 +1277,135 @@ extern unsigned char ImGui_pixelShaderDX11_11_0[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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,
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, 0x01, 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,
0x0d, 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
};
#endif

View File

@ -1,7 +1,18 @@
#ifndef __IMGUI_SHADER_BLOBS_INCLUDED__ #ifndef __IMGUI_SHADER_BLOBS_INCLUDED__
#define __IMGUI_SHADER_BLOBS_INCLUDED__ #define __IMGUI_SHADER_BLOBS_INCLUDED__
////// Vertex Shaders ////// // Defining this will use d3dcompiler and it will be a dependence of the dll.
//#define USE_D3DCOMPILE
#ifdef USE_D3DCOMPILE
#include <d3dcompiler.h>
//#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 #define ImGui_vertexShaderDX10_len 876
extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len]; extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len];
@ -18,9 +29,8 @@ extern unsigned char ImGui_vertexShaderDX11_9_1[ImGui_vertexShaderDX11_9_1_len];
#define ImGui_vertexShaderDX11_9_3_len 1104 #define ImGui_vertexShaderDX11_9_3_len 1104
extern unsigned char ImGui_vertexShaderDX11_9_3[ImGui_vertexShaderDX11_9_3_len]; extern unsigned char ImGui_vertexShaderDX11_9_3[ImGui_vertexShaderDX11_9_3_len];
// DX11_10_0 is identical to DX10 #define ImGui_vertexShaderDX11_10_0_len 876
#define ImGui_vertexShaderDX11_10_0_len ImGui_vertexShaderDX10_len extern unsigned char ImGui_vertexShaderDX11_10_0[ImGui_vertexShaderDX11_10_0_len];
#define ImGui_vertexShaderDX11_10_0 ImGui_vertexShaderDX10
#define ImGui_vertexShaderDX11_10_1_len 880 #define ImGui_vertexShaderDX11_10_1_len 880
extern unsigned char ImGui_vertexShaderDX11_10_1[ImGui_vertexShaderDX11_10_1_len]; extern unsigned char ImGui_vertexShaderDX11_10_1[ImGui_vertexShaderDX11_10_1_len];
@ -28,23 +38,13 @@ extern unsigned char ImGui_vertexShaderDX11_10_1[ImGui_vertexShaderDX11_10_1_len
#define ImGui_vertexShaderDX11_11_0_len 988 #define ImGui_vertexShaderDX11_11_0_len 988
extern unsigned char ImGui_vertexShaderDX11_11_0[ImGui_vertexShaderDX11_11_0_len]; extern unsigned char ImGui_vertexShaderDX11_11_0[ImGui_vertexShaderDX11_11_0_len];
// DX11_11_1 is identical to DX11_11_0 #define ImGui_vertexShaderDX11_11_1_len 988
#define ImGui_vertexShaderDX11_11_1_len ImGui_vertexShaderDX11_11_0_len extern unsigned char ImGui_vertexShaderDX11_11_1[ImGui_vertexShaderDX11_11_1_len];
#define ImGui_vertexShaderDX11_11_1 ImGui_vertexShaderDX11_11_0
// DX11_12_0 is identical to DX11_11_0 #define ImGui_vertexShaderDX12_len 988
#define ImGui_vertexShaderDX11_12_0_len ImGui_vertexShaderDX11_11_0_len extern unsigned char ImGui_vertexShaderDX12[ImGui_vertexShaderDX12_len];
#define ImGui_vertexShaderDX11_12_0 ImGui_vertexShaderDX11_11_0
// DX11_12_1 is identical to DX11_11_0
#define ImGui_vertexShaderDX11_12_1_len ImGui_vertexShaderDX11_11_0_len
#define ImGui_vertexShaderDX11_12_1 ImGui_vertexShaderDX11_11_0
// DX12 is identical to DX11_11_0
#define ImGui_vertexShaderDX12_len ImGui_vertexShaderDX11_11_0_len
#define ImGui_vertexShaderDX12 ImGui_vertexShaderDX11_11_0
////// Pixel Shaders //////
#define ImGui_pixelShaderDX10_len 660 #define ImGui_pixelShaderDX10_len 660
extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len]; extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len];
@ -61,9 +61,8 @@ extern unsigned char ImGui_pixelShaderDX11_9_1[ImGui_pixelShaderDX11_9_1_len];
#define ImGui_pixelShaderDX11_9_3_len 800 #define ImGui_pixelShaderDX11_9_3_len 800
extern unsigned char ImGui_pixelShaderDX11_9_3[ImGui_pixelShaderDX11_9_3_len]; extern unsigned char ImGui_pixelShaderDX11_9_3[ImGui_pixelShaderDX11_9_3_len];
// DX11_10_0 is identical to DX10 #define ImGui_pixelShaderDX11_10_0_len 660
#define ImGui_pixelShaderDX11_10_0_len ImGui_pixelShaderDX10_len extern unsigned char ImGui_pixelShaderDX11_10_0[ImGui_pixelShaderDX11_10_0_len];
#define ImGui_pixelShaderDX11_10_0 ImGui_pixelShaderDX10
#define ImGui_pixelShaderDX11_10_1_len 664 #define ImGui_pixelShaderDX11_10_1_len 664
extern unsigned char ImGui_pixelShaderDX11_10_1[ImGui_pixelShaderDX11_10_1_len]; extern unsigned char ImGui_pixelShaderDX11_10_1[ImGui_pixelShaderDX11_10_1_len];
@ -71,20 +70,12 @@ extern unsigned char ImGui_pixelShaderDX11_10_1[ImGui_pixelShaderDX11_10_1_len];
#define ImGui_pixelShaderDX11_11_0_len 736 #define ImGui_pixelShaderDX11_11_0_len 736
extern unsigned char ImGui_pixelShaderDX11_11_0[ImGui_pixelShaderDX11_11_0_len]; extern unsigned char ImGui_pixelShaderDX11_11_0[ImGui_pixelShaderDX11_11_0_len];
// DX11_11_1 is identical to DX11_11_0 #define ImGui_pixelShaderDX11_11_1_len 736
#define ImGui_pixelShaderDX11_11_1_len ImGui_pixelShaderDX11_11_0_len extern unsigned char ImGui_pixelShaderDX11_11_1[ImGui_pixelShaderDX11_11_1_len];
#define ImGui_pixelShaderDX11_11_1 ImGui_pixelShaderDX11_11_0
// DX11_12_0 is identical to DX11_11_0 #define ImGui_pixelShaderDX12_len 736
#define ImGui_pixelShaderDX11_12_0_len ImGui_pixelShaderDX11_11_0_len extern unsigned char ImGui_pixelShaderDX12[ImGui_pixelShaderDX12_len];
#define ImGui_pixelShaderDX11_12_0 ImGui_pixelShaderDX11_11_0
// DX11_12_1 is identical to DX11_11_0 #endif
#define ImGui_pixelShaderDX11_12_1_len ImGui_pixelShaderDX11_11_0_len
#define ImGui_pixelShaderDX11_12_1 ImGui_pixelShaderDX11_11_0
// DX12 is identical to DX11_11_0 #endif//__IMGUI_SHADER_BLOBS_INCLUDED__
#define ImGui_pixelShaderDX12_len ImGui_pixelShaderDX11_11_0_len
#define ImGui_pixelShaderDX12 ImGui_pixelShaderDX11_11_0
#endif

View File

@ -83,7 +83,6 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC)
initialized = true; initialized = true;
} }
if (ImGui_ImplOpenGL3_NewFrame()) if (ImGui_ImplOpenGL3_NewFrame())
{ {
Windows_Hook::Inst()->prepareForOverlay(hWnd); Windows_Hook::Inst()->prepareForOverlay(hWnd);

View File

@ -51,7 +51,7 @@ STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamAppList *, SteamAppList, STEAMAPPLIS
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
// Purpose: Sent when a new app is installed // Purpose: Sent when a new app is installed
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
STEAM_CALLBACK_BEGIN( SteamAppInstalled_t, k_iSteamAppListCallbacks + 1 ) STEAM_CALLBACK_BEGIN( SteamAppInstalled_t, k_iSteamAppListCallbacks + 1 );
STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs
STEAM_CALLBACK_END(1) STEAM_CALLBACK_END(1)
@ -59,7 +59,7 @@ STEAM_CALLBACK_END(1)
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
// Purpose: Sent when an app is uninstalled // Purpose: Sent when an app is uninstalled
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
STEAM_CALLBACK_BEGIN( SteamAppUninstalled_t, k_iSteamAppListCallbacks + 2 ) STEAM_CALLBACK_BEGIN( SteamAppUninstalled_t, k_iSteamAppListCallbacks + 2 );
STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs
STEAM_CALLBACK_END(1) STEAM_CALLBACK_END(1)

View File

@ -353,64 +353,6 @@ enum EControllerActionOrigin
k_EControllerActionOrigin_XBox360_DPad_Move, k_EControllerActionOrigin_XBox360_DPad_Move,
k_EControllerActionOrigin_Switch_DPad_Move, k_EControllerActionOrigin_Switch_DPad_Move,
// Added in SDK 1.51
k_EControllerActionOrigin_PS5_X,
k_EControllerActionOrigin_PS5_Circle,
k_EControllerActionOrigin_PS5_Triangle,
k_EControllerActionOrigin_PS5_Square,
k_EControllerActionOrigin_PS5_LeftBumper,
k_EControllerActionOrigin_PS5_RightBumper,
k_EControllerActionOrigin_PS5_Option, //Start
k_EControllerActionOrigin_PS5_Create, //Back
k_EControllerActionOrigin_PS5_Mute,
k_EControllerActionOrigin_PS5_LeftPad_Touch,
k_EControllerActionOrigin_PS5_LeftPad_Swipe,
k_EControllerActionOrigin_PS5_LeftPad_Click,
k_EControllerActionOrigin_PS5_LeftPad_DPadNorth,
k_EControllerActionOrigin_PS5_LeftPad_DPadSouth,
k_EControllerActionOrigin_PS5_LeftPad_DPadWest,
k_EControllerActionOrigin_PS5_LeftPad_DPadEast,
k_EControllerActionOrigin_PS5_RightPad_Touch,
k_EControllerActionOrigin_PS5_RightPad_Swipe,
k_EControllerActionOrigin_PS5_RightPad_Click,
k_EControllerActionOrigin_PS5_RightPad_DPadNorth,
k_EControllerActionOrigin_PS5_RightPad_DPadSouth,
k_EControllerActionOrigin_PS5_RightPad_DPadWest,
k_EControllerActionOrigin_PS5_RightPad_DPadEast,
k_EControllerActionOrigin_PS5_CenterPad_Touch,
k_EControllerActionOrigin_PS5_CenterPad_Swipe,
k_EControllerActionOrigin_PS5_CenterPad_Click,
k_EControllerActionOrigin_PS5_CenterPad_DPadNorth,
k_EControllerActionOrigin_PS5_CenterPad_DPadSouth,
k_EControllerActionOrigin_PS5_CenterPad_DPadWest,
k_EControllerActionOrigin_PS5_CenterPad_DPadEast,
k_EControllerActionOrigin_PS5_LeftTrigger_Pull,
k_EControllerActionOrigin_PS5_LeftTrigger_Click,
k_EControllerActionOrigin_PS5_RightTrigger_Pull,
k_EControllerActionOrigin_PS5_RightTrigger_Click,
k_EControllerActionOrigin_PS5_LeftStick_Move,
k_EControllerActionOrigin_PS5_LeftStick_Click,
k_EControllerActionOrigin_PS5_LeftStick_DPadNorth,
k_EControllerActionOrigin_PS5_LeftStick_DPadSouth,
k_EControllerActionOrigin_PS5_LeftStick_DPadWest,
k_EControllerActionOrigin_PS5_LeftStick_DPadEast,
k_EControllerActionOrigin_PS5_RightStick_Move,
k_EControllerActionOrigin_PS5_RightStick_Click,
k_EControllerActionOrigin_PS5_RightStick_DPadNorth,
k_EControllerActionOrigin_PS5_RightStick_DPadSouth,
k_EControllerActionOrigin_PS5_RightStick_DPadWest,
k_EControllerActionOrigin_PS5_RightStick_DPadEast,
k_EControllerActionOrigin_PS5_DPad_Move,
k_EControllerActionOrigin_PS5_DPad_North,
k_EControllerActionOrigin_PS5_DPad_South,
k_EControllerActionOrigin_PS5_DPad_West,
k_EControllerActionOrigin_PS5_DPad_East,
k_EControllerActionOrigin_PS5_Gyro_Move,
k_EControllerActionOrigin_PS5_Gyro_Pitch,
k_EControllerActionOrigin_PS5_Gyro_Yaw,
k_EControllerActionOrigin_PS5_Gyro_Roll,
k_EControllerActionOrigin_Count, // If Steam has added support for new controllers origins will go here. k_EControllerActionOrigin_Count, // If Steam has added support for new controllers origins will go here.
k_EControllerActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits. k_EControllerActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits.
}; };
@ -463,7 +405,6 @@ enum ESteamInputType
k_ESteamInputType_SwitchProController, k_ESteamInputType_SwitchProController,
k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller
k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins
k_ESteamInputType_PS5Controller, // Added in SDK 151
k_ESteamInputType_Count, k_ESteamInputType_Count,
k_ESteamInputType_MaximumPossibleValue = 255, k_ESteamInputType_MaximumPossibleValue = 255,
}; };
@ -642,8 +583,7 @@ public:
// If the user is not in Big Picture Mode it will open up the binding in a new window // If the user is not in Big Picture Mode it will open up the binding in a new window
virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0; virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0;
// Returns the input type for a particular handle - unlike EControllerActionOrigin which update with Steam and may return unrecognized values // Returns the input type for a particular handle
// ESteamInputType will remain static and only return valid values from your SDK version
virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0; virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0;
// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions // Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
@ -670,7 +610,7 @@ public:
virtual bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) = 0; virtual bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) = 0;
}; };
#define STEAMCONTROLLER_INTERFACE_VERSION "SteamController008" #define STEAMCONTROLLER_INTERFACE_VERSION "SteamController007"
#ifndef STEAM_API_EXPORTS #ifndef STEAM_API_EXPORTS
// Global interface accessor // Global interface accessor

View File

@ -1,138 +0,0 @@
#ifndef ISTEAMCONTROLLER007_H
#define ISTEAMCONTROLLER007_H
#ifdef STEAM_WIN32
#pragma once
#endif
class ISteamController007
{
public:
// Init and Shutdown must be called when starting/ending use of this interface
virtual bool Init() = 0;
virtual bool Shutdown() = 0;
// Synchronize API state with the latest Steam Controller inputs available. This
// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
// possible latency, you call this directly before reading controller state. This must
// be called from somewhere before GetConnectedControllers will return any handles
virtual void RunFrame() = 0;
// Enumerate currently connected controllers
// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
// Returns the number of handles written to handlesOut
virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_COUNT, Receives list of connected controllers ) ControllerHandle_t *handlesOut ) = 0;
//-----------------------------------------------------------------------------
// ACTION SETS
//-----------------------------------------------------------------------------
// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
virtual ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0;
// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
// your state loops, instead of trying to place it in all of your state transitions.
virtual void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) = 0;
virtual ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) = 0;
// ACTION SET LAYERS
virtual void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0;
virtual void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0;
virtual void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) = 0;
// Enumerate currently active layers
// handlesOut should point to a STEAM_CONTROLLER_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles.
// Returns the number of handles written to handlesOut
virtual int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ACTIVE_LAYERS, Receives list of active layers ) ControllerActionSetHandle_t *handlesOut ) = 0;
//-----------------------------------------------------------------------------
// ACTIONS
//-----------------------------------------------------------------------------
// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
virtual ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
// Returns the current state of the supplied digital game action
virtual ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) = 0;
// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of aciton origins ) EControllerActionOrigin *originsOut ) = 0;
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
virtual ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
// Returns the current state of these supplied analog game action
virtual ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) = 0;
// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of action origins ) EControllerActionOrigin *originsOut ) = 0;
// Get a local path to art for on-screen glyph for a particular origin - this call is cheap
virtual const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) = 0;
// Returns a localized string (from Steam's language setting) for the specified origin - this call is serialized
virtual const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) = 0;
virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0;
// Returns raw motion data from the specified controller
virtual ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) = 0;
//-----------------------------------------------------------------------------
// OUTPUTS
//-----------------------------------------------------------------------------
// Trigger a haptic pulse on a controller
virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
// nFlags is currently unused and reserved for future use.
virtual void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
// Trigger a vibration event on supported controllers.
virtual void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0;
// Set the controller LED color on supported controllers.
virtual void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0;
//-----------------------------------------------------------------------------
// Utility functions availible without using the rest of Steam Input API
//-----------------------------------------------------------------------------
// Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode
// If the user is not in Big Picture Mode it will open up the binding in a new window
virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0;
// Returns the input type for a particular handle
virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0;
// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
// to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
virtual ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) = 0;
// Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
virtual int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) = 0;
// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0;
// Get a local path to art for on-screen glyph for a particular Xbox controller origin.
virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0;
// Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for
// non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration
virtual EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) = 0;
// Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EControllerActionOrigin_None
virtual EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) = 0;
// Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device
virtual bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) = 0;
};
#endif //ISTEAMCONTROLLER007_H

View File

@ -369,7 +369,7 @@ public:
// Rich invite support. // Rich invite support.
// If the target accepts the invite, a GameRichPresenceJoinRequested_t callback is posted containing the connect string. // If the target accepts the invite, a GameRichPresenceJoinRequested_t callback is posted containing the connect string.
// (Or you can configure your game so that it is passed on the command line instead. This is a deprecated path; ask us if you really need this.) // (Or you can configure yout game so that it is passed on the command line instead. This is a deprecated path; ask us if you really need this.)
virtual bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) = 0; virtual bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) = 0;
// recently-played-with friends iteration // recently-played-with friends iteration
@ -430,9 +430,6 @@ public:
// to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game. // to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game.
// ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal // ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal
virtual bool RegisterProtocolInOverlayBrowser( const char *pchProtocol ) = 0; virtual bool RegisterProtocolInOverlayBrowser( const char *pchProtocol ) = 0;
// Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends
virtual void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString ) = 0;
}; };
#define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends017" #define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends017"

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@ -12,6 +12,8 @@
#include "steam_api_common.h" #include "steam_api_common.h"
#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server // Purpose: Functions for authenticating users via Steam to play on a game server
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

View File

@ -351,83 +351,6 @@ enum EInputActionOrigin
k_EInputActionOrigin_Switch_Reserved18, k_EInputActionOrigin_Switch_Reserved18,
k_EInputActionOrigin_Switch_Reserved19, k_EInputActionOrigin_Switch_Reserved19,
k_EInputActionOrigin_Switch_Reserved20, k_EInputActionOrigin_Switch_Reserved20,
// Added in SDK 1.51
k_EInputActionOrigin_PS5_X,
k_EInputActionOrigin_PS5_Circle,
k_EInputActionOrigin_PS5_Triangle,
k_EInputActionOrigin_PS5_Square,
k_EInputActionOrigin_PS5_LeftBumper,
k_EInputActionOrigin_PS5_RightBumper,
k_EInputActionOrigin_PS5_Option, //Start
k_EInputActionOrigin_PS5_Create, //Back
k_EInputActionOrigin_PS5_Mute,
k_EInputActionOrigin_PS5_LeftPad_Touch,
k_EInputActionOrigin_PS5_LeftPad_Swipe,
k_EInputActionOrigin_PS5_LeftPad_Click,
k_EInputActionOrigin_PS5_LeftPad_DPadNorth,
k_EInputActionOrigin_PS5_LeftPad_DPadSouth,
k_EInputActionOrigin_PS5_LeftPad_DPadWest,
k_EInputActionOrigin_PS5_LeftPad_DPadEast,
k_EInputActionOrigin_PS5_RightPad_Touch,
k_EInputActionOrigin_PS5_RightPad_Swipe,
k_EInputActionOrigin_PS5_RightPad_Click,
k_EInputActionOrigin_PS5_RightPad_DPadNorth,
k_EInputActionOrigin_PS5_RightPad_DPadSouth,
k_EInputActionOrigin_PS5_RightPad_DPadWest,
k_EInputActionOrigin_PS5_RightPad_DPadEast,
k_EInputActionOrigin_PS5_CenterPad_Touch,
k_EInputActionOrigin_PS5_CenterPad_Swipe,
k_EInputActionOrigin_PS5_CenterPad_Click,
k_EInputActionOrigin_PS5_CenterPad_DPadNorth,
k_EInputActionOrigin_PS5_CenterPad_DPadSouth,
k_EInputActionOrigin_PS5_CenterPad_DPadWest,
k_EInputActionOrigin_PS5_CenterPad_DPadEast,
k_EInputActionOrigin_PS5_LeftTrigger_Pull,
k_EInputActionOrigin_PS5_LeftTrigger_Click,
k_EInputActionOrigin_PS5_RightTrigger_Pull,
k_EInputActionOrigin_PS5_RightTrigger_Click,
k_EInputActionOrigin_PS5_LeftStick_Move,
k_EInputActionOrigin_PS5_LeftStick_Click,
k_EInputActionOrigin_PS5_LeftStick_DPadNorth,
k_EInputActionOrigin_PS5_LeftStick_DPadSouth,
k_EInputActionOrigin_PS5_LeftStick_DPadWest,
k_EInputActionOrigin_PS5_LeftStick_DPadEast,
k_EInputActionOrigin_PS5_RightStick_Move,
k_EInputActionOrigin_PS5_RightStick_Click,
k_EInputActionOrigin_PS5_RightStick_DPadNorth,
k_EInputActionOrigin_PS5_RightStick_DPadSouth,
k_EInputActionOrigin_PS5_RightStick_DPadWest,
k_EInputActionOrigin_PS5_RightStick_DPadEast,
k_EInputActionOrigin_PS5_DPad_North,
k_EInputActionOrigin_PS5_DPad_South,
k_EInputActionOrigin_PS5_DPad_West,
k_EInputActionOrigin_PS5_DPad_East,
k_EInputActionOrigin_PS5_Gyro_Move,
k_EInputActionOrigin_PS5_Gyro_Pitch,
k_EInputActionOrigin_PS5_Gyro_Yaw,
k_EInputActionOrigin_PS5_Gyro_Roll,
k_EInputActionOrigin_PS5_DPad_Move,
k_EInputActionOrigin_PS5_Reserved1,
k_EInputActionOrigin_PS5_Reserved2,
k_EInputActionOrigin_PS5_Reserved3,
k_EInputActionOrigin_PS5_Reserved4,
k_EInputActionOrigin_PS5_Reserved5,
k_EInputActionOrigin_PS5_Reserved6,
k_EInputActionOrigin_PS5_Reserved7,
k_EInputActionOrigin_PS5_Reserved8,
k_EInputActionOrigin_PS5_Reserved9,
k_EInputActionOrigin_PS5_Reserved10,
k_EInputActionOrigin_PS5_Reserved11,
k_EInputActionOrigin_PS5_Reserved12,
k_EInputActionOrigin_PS5_Reserved13,
k_EInputActionOrigin_PS5_Reserved14,
k_EInputActionOrigin_PS5_Reserved15,
k_EInputActionOrigin_PS5_Reserved16,
k_EInputActionOrigin_PS5_Reserved17,
k_EInputActionOrigin_PS5_Reserved18,
k_EInputActionOrigin_PS5_Reserved19,
k_EInputActionOrigin_PS5_Reserved20,
k_EInputActionOrigin_Count, // If Steam has added support for new controllers origins will go here. k_EInputActionOrigin_Count, // If Steam has added support for new controllers origins will go here.
k_EInputActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits. k_EInputActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits.
@ -487,7 +410,6 @@ enum ESteamInputType
k_ESteamInputType_SwitchProController, k_ESteamInputType_SwitchProController,
k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller
k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins
k_ESteamInputType_PS5Controller, // Added in SDK 151
k_ESteamInputType_Count, k_ESteamInputType_Count,
k_ESteamInputType_MaximumPossibleValue = 255, k_ESteamInputType_MaximumPossibleValue = 255,
}; };
@ -667,8 +589,7 @@ public:
// If the user is not in Big Picture Mode it will open up the binding in a new window // If the user is not in Big Picture Mode it will open up the binding in a new window
virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0; virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0;
// Returns the input type for a particular handle - unlike EInputActionOrigin which update with Steam and may return unrecognized values // Returns the input type for a particular handle
// ESteamInputType will remain static and only return valid values from your SDK version
virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0; virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0;
// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions // Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
@ -701,10 +622,10 @@ public:
virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0; virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0;
}; };
#define STEAMINPUT_INTERFACE_VERSION "SteamInput002" #define STEAMINPUT_INTERFACE_VERSION "SteamInput001"
// Global interface accessor // Global interface accessor
inline ISteamInput *SteamInput(); inline ISteamInput *SteamInput();
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInput *, SteamInput, STEAMINPUT_INTERFACE_VERSION ); STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInput *, SteamInput, STEAMINPUT_INTERFACE_VERSION );
#endif // ISTEAMINPUT_H #endif // ISTEAMINPUT_H

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@ -1,148 +0,0 @@
#ifndef ISTEAMINPUT001_H
#define ISTEAMINPUT001_H
#ifdef STEAM_WIN32
#pragma once
#endif
class ISteamInput001
{
public:
// Init and Shutdown must be called when starting/ending use of this interface
virtual bool Init() = 0;
virtual bool Shutdown() = 0;
// Synchronize API state with the latest Steam Controller inputs available. This
// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
// possible latency, you call this directly before reading controller state. This must
// be called from somewhere before GetConnectedControllers will return any handles
virtual void RunFrame() = 0;
// Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via
// the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam.
// handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles
// Returns the number of handles written to handlesOut
virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0;
//-----------------------------------------------------------------------------
// ACTION SETS
//-----------------------------------------------------------------------------
// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
virtual InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0;
// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
// your state loops, instead of trying to place it in all of your state transitions.
virtual void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) = 0;
virtual InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle ) = 0;
// ACTION SET LAYERS
virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0;
// Enumerate currently active layers.
// handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles
// Returns the number of handles written to handlesOut
virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0;
//-----------------------------------------------------------------------------
// ACTIONS
//-----------------------------------------------------------------------------
// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
virtual InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
// Returns the current state of the supplied digital game action
virtual InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ) = 0;
// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0;
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
// Returns the current state of these supplied analog game action
virtual InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ) = 0;
// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0;
// Get a local path to art for on-screen glyph for a particular origin
virtual const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) = 0;
// Returns a localized string (from Steam's language setting) for the specified origin.
virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0;
// Stop analog momentum for the action if it is a mouse action in trackball mode
virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0;
// Returns raw motion data from the specified device
virtual InputMotionData_t GetMotionData( InputHandle_t inputHandle ) = 0;
//-----------------------------------------------------------------------------
// OUTPUTS
//-----------------------------------------------------------------------------
// Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers
virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0;
// Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle
// the behavior on exit of your program so you don't need to try restore the default as you are shutting down
virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0;
// Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead.
// Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc).
virtual void TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
// Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead.
// nFlags is currently unused and reserved for future use.
virtual void TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
//-----------------------------------------------------------------------------
// Utility functions availible without using the rest of Steam Input API
//-----------------------------------------------------------------------------
// Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode
// If the user is not in Big Picture Mode it will open up the binding in a new window
virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0;
// Returns the input type for a particular handle
virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0;
// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
// to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
virtual InputHandle_t GetControllerForGamepadIndex( int nIndex ) = 0;
// Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
virtual int GetGamepadIndexForController( InputHandle_t ulinputHandle ) = 0;
// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0;
// Get a local path to art for on-screen glyph for a particular Xbox controller origin
virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0;
// Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for
// non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration
virtual EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) = 0;
// Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None
// When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned
// ex: if a Playstation 5 controller was released this function would return Playstation 4 origins.
virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) = 0;
// Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device
virtual bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0;
// Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it
// See isteamremoteplay.h for more information on Steam Remote Play sessions
virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0;
};
#endif //ISTEAMINPUT001_H

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@ -2,10 +2,11 @@
#ifndef ISTEAMNETWORKINGMESSAGES #ifndef ISTEAMNETWORKINGMESSAGES
#define ISTEAMNETWORKINGMESSAGES #define ISTEAMNETWORKINGMESSAGES
#ifdef STEAM_WIN32
#pragma once #pragma once
#endif
#include "steamnetworkingtypes.h" #include "steamnetworkingtypes.h"
#include "steam_api_common.h"
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
/// The non-connection-oriented interface to send and receive messages /// The non-connection-oriented interface to send and receive messages
@ -57,7 +58,7 @@ public:
/// ///
/// It is guaranteed that reliable messages to the same host on the same channel /// It is guaranteed that reliable messages to the same host on the same channel
/// will be be received by the remote host (if they are received at all) exactly once, /// will be be received by the remote host (if they are received at all) exactly once,
/// and in the same order that they were sent. /// and in the same order that they were send.
/// ///
/// NO other order guarantees exist! In particular, unreliable messages may be dropped, /// NO other order guarantees exist! In particular, unreliable messages may be dropped,
/// received out of order with respect to each other and with respect to reliable data, /// received out of order with respect to each other and with respect to reliable data,
@ -74,55 +75,52 @@ public:
/// Returns: /// Returns:
/// - k_EREsultOK on success. /// - k_EREsultOK on success.
/// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer, /// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer,
/// and k_nSteamNetworkingSend_AutoRestartBrokenSession is not used. (You can use /// and k_nSteamNetworkingSend_AutoRestartBrokwnSession is not used. (You can use
/// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session /// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session
/// and start a new one, you must call CloseSessionWithUser /// and start a new one, you must call CloseSessionWithUser
/// - See ISteamNetworkingSockets::SendMessageToConnection for more possible return values /// - See SendMessageToConnection::SendMessageToConnection for more
virtual EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) = 0; virtual EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) = 0;
/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel. /// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.
/// Returns number of messages returned into your list. (0 if no message are available on that channel.) /// Returns number of messages returned into your list. (0 if no message are available on that channel.)
/// ///
/// When you're done with the message object(s), make sure and call SteamNetworkingMessage_t::Release()! /// When you're done with the message object(s), make sure and call Release()!
virtual int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; virtual int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
/// Call this in response to a SteamNetworkingMessagesSessionRequest_t callback. /// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback
/// SteamNetworkingMessagesSessionRequest_t are posted when a user tries to send you a message, /// SteamP2PSessionRequest_t will be posted if another user tries to send you a message, and you haven't
/// and you haven't tried to talk to them first. If you don't want to talk to them, just ignore /// tried to talk to them. If you don't want to talk to them, just ignore the request.
/// the request. If the user continues to send you messages, SteamNetworkingMessagesSessionRequest_t /// If the user continues to send you messages, SteamP2PSessionRequest_t callbacks will continue to
/// callbacks will continue to be posted periodically. /// be posted periodically. This may be called multiple times for a single user.
/// ///
/// Returns false if there is no session with the user pending or otherwise. If there is an /// Calling SendMessage() on the other user, this implicitly accepts any pending session request.
/// existing active session, this function will return true, even if it is not pending.
///
/// Calling SendMessageToUser() will implicitly accepts any pending session request to that user.
virtual bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0; virtual bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0;
/// Call this when you're done talking to a user to immediately free up resources under-the-hood. /// Call this when you're done talking to a user to immediately free up resources under-the-hood.
/// If the remote user tries to send data to you again, another SteamNetworkingMessagesSessionRequest_t /// If the remote user tries to send data to you again, another P2PSessionRequest_t callback will
/// callback will be posted. /// be posted.
/// ///
/// Note that sessions that go unused for a few minutes are automatically timed out. /// Note that sessions that go unused for a few minutes are automatically timed out.
virtual bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0; virtual bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0;
/// Call this when you're done talking to a user on a specific channel. Once all /// Call this when you're done talking to a user on a specific channel. Once all
/// open channels to a user have been closed, the open session to the user will be /// open channels to a user have been closed, the open session to the user will be
/// closed, and any new data from this user will trigger a /// closed, and any new data from this user will trigger a SteamP2PSessionRequest_t
/// SteamSteamNetworkingMessagesSessionRequest_t callback /// callback
virtual bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) = 0; virtual bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) = 0;
/// Returns information about the latest state of a connection, if any, with the given peer. /// Returns information about the latest state of a connection, if any, with the given peer.
/// Primarily intended for debugging purposes, but can also be used to get more detailed /// Primarily intended for debugging purposes, but can also be used to get more detailed
/// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokenSession.) /// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokwnSession.)
/// ///
/// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None /// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None
/// if no connection exists with specified peer. You may pass nullptr for either parameter if /// if no connection exists with specified peer. You may pass nullptr for either parameter if
/// you do not need the corresponding details. Note that sessions time out after a while, /// you do not need the corresponding details. Note that sessions time out after a while,
/// so if a connection fails, or SendMessageToUser returns k_EResultNoConnection, you cannot wait /// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait
/// indefinitely to obtain the reason for failure. /// indefinitely to obtain the reason for failure.
virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) = 0; virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) = 0;
}; };
#define STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "SteamNetworkingMessages002" #define STEAMNETWORKINGMESSAGES_VERSION "SteamNetworkingMessages002"
// //
// Callbacks // Callbacks
@ -143,7 +141,7 @@ struct SteamNetworkingMessagesSessionRequest_t
/// SteamNetworkingMessages is primarily intended to make porting UDP code easy.) /// SteamNetworkingMessages is primarily intended to make porting UDP code easy.)
/// ///
/// Remember: callbacks are asynchronous. See notes on SendMessageToUser, /// Remember: callbacks are asynchronous. See notes on SendMessageToUser,
/// and k_nSteamNetworkingSend_AutoRestartBrokenSession in particular. /// and k_nSteamNetworkingSend_AutoRestartBrokwnSession in particular.
/// ///
/// Also, if a session times out due to inactivity, no callbacks will be posted. The only /// Also, if a session times out due to inactivity, no callbacks will be posted. The only
/// way to detect that this is happening is that querying the session state may return /// way to detect that this is happening is that querying the session state may return
@ -152,48 +150,37 @@ struct SteamNetworkingMessagesSessionFailed_t
{ {
enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 2 }; enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 2 };
/// Detailed info about the session that failed. /// Detailed info about the connection. This will include the
/// SteamNetConnectionInfo_t::m_identityRemote indicates who this session
/// was with.
SteamNetConnectionInfo_t m_info; SteamNetConnectionInfo_t m_info;
}; };
#pragma pack(pop) #pragma pack(pop)
// Global accessors //
// Using standalone lib // Global accessor
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB //
// Standalone lib. #if defined( STEAMNETWORKINGSOCKETS_PARTNER )
static_assert( STEAMNETWORKINGMESSAGES_INTERFACE_VERSION[25] == '2', "Version mismatch" );
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages_LibV2();
inline ISteamNetworkingMessages *SteamNetworkingMessages_Lib() { return SteamNetworkingMessages_LibV2(); }
// If running in context of steam, we also define a gameserver instance. // Standalone lib. Use different symbol name, so that we can dynamically switch between steamclient.dll
#ifdef STEAMNETWORKINGSOCKETS_STEAM // and the standalone lib
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_LibV2(); STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages_Lib();
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib() { return SteamGameServerNetworkingMessages_LibV2(); } STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib();
#endif inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_Lib(); }
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_Lib(); }
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI #elif defined( STEAMNETWORKINGSOCKETS_OPENSOURCE )
inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_LibV2(); }
#ifdef STEAMNETWORKINGSOCKETS_STEAM
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_LibV2(); }
#endif
#endif
#endif
// Using Steamworks SDK // Opensource GameNetworkingSockets
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages();
#else
// Steamworks SDK // Steamworks SDK
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION ); inline ISteamNetworkingMessages *SteamNetworkingMessages();
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamGameServerNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION ); STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamNetworkingMessages, STEAMNETWORKINGMESSAGES_VERSION );
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages();
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamGameServerNetworkingMessages, STEAMNETWORKINGMESSAGES_VERSION );
inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_SteamAPI(); }
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_SteamAPI(); }
#endif
#endif #endif
#endif // ISTEAMNETWORKINGMESSAGES #endif // ISTEAMNETWORKINGMESSAGES

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@ -2,19 +2,16 @@
#ifndef ISTEAMNETWORKINGSOCKETS #ifndef ISTEAMNETWORKINGSOCKETS
#define ISTEAMNETWORKINGSOCKETS #define ISTEAMNETWORKINGSOCKETS
#ifdef STEAM_WIN32
#pragma once #pragma once
#endif
#include "steamnetworkingtypes.h" #include "steamnetworkingtypes.h"
#include "steam_api_common.h"
struct SteamNetAuthenticationStatus_t; struct SteamNetAuthenticationStatus_t;
class ISteamNetworkingConnectionCustomSignaling; class ISteamNetworkingConnectionCustomSignaling;
class ISteamNetworkingCustomSignalingRecvContext; class ISteamNetworkingCustomSignalingRecvContext;
class ISteamNetworkingConnectionSignaling;
class ISteamNetworkingSignalingRecvContext;
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
/// Lower level networking API. /// Lower level networking API.
/// ///
@ -87,7 +84,7 @@ public:
/// setting the options "immediately" after creation. /// setting the options "immediately" after creation.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P. /// Like CreateListenSocketIP, but clients will connect using ConnectP2P
/// ///
/// nLocalVirtualPort specifies how clients can connect to this socket using /// nLocalVirtualPort specifies how clients can connect to this socket using
/// ConnectP2P. It's very common for applications to only have one listening socket; /// ConnectP2P. It's very common for applications to only have one listening socket;
@ -96,16 +93,7 @@ public:
/// integer (<1000) unique to each listen socket you create. /// integer (<1000) unique to each listen socket you create.
/// ///
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
/// when your app initializes. /// when your app initializes
///
/// If you are listening on a dedicated servers in known data center,
/// then you can listen using this function instead of CreateHostedDedicatedServerListenSocket,
/// to allow clients to connect without a ticket. Any user that owns
/// the app and is signed into Steam will be able to attempt to connect to
/// your server. Also, a connection attempt may require the client to
/// be connected to Steam, which is one more moving part that may fail. When
/// tickets are used, then once a ticket is obtained, a client can connect to
/// your server even if they got disconnected from Steam or Steam is offline.
/// ///
/// If you need to set any initial config options, pass them here. See /// If you need to set any initial config options, pass them here. See
/// SteamNetworkingConfigValue_t for more about why this is preferable to /// SteamNetworkingConfigValue_t for more about why this is preferable to
@ -119,10 +107,6 @@ public:
/// If you need to set any initial config options, pass them here. See /// If you need to set any initial config options, pass them here. See
/// SteamNetworkingConfigValue_t for more about why this is preferable to /// SteamNetworkingConfigValue_t for more about why this is preferable to
/// setting the options "immediately" after creation. /// setting the options "immediately" after creation.
///
/// To use your own signaling service, see:
/// - ConnectP2PCustomSignaling
/// - k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
/// Accept an incoming connection that has been received on a listen socket. /// Accept an incoming connection that has been received on a listen socket.
@ -453,11 +437,11 @@ public:
/// other connections.) /// other connections.)
virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// //
// Clients connecting to dedicated servers hosted in a data center, // Clients connecting to dedicated servers hosted in a data center,
// using tickets issued by your game coordinator. If you are not // using central-authority-granted tickets.
// issuing your own tickets to restrict who can attempt to connect
// to your server, then you won't use these functions.
// //
/// Call this when you receive a ticket from your backend / matchmaking system. Puts the /// Call this when you receive a ticket from your backend / matchmaking system. Puts the
@ -475,10 +459,7 @@ public:
virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0;
/// Client call to connect to a server hosted in a Valve data center, on the specified virtual /// Client call to connect to a server hosted in a Valve data center, on the specified virtual
/// port. You must have placed a ticket for this server into the cache, or else this connect /// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail!
/// attempt will fail! If you are not issuing your own tickets, then to connect to a dedicated
/// server via SDR in auto-ticket mode, use ConnectP2P. (The server must be configured to allow
/// this type of connection by listening using CreateListenSocketP2P.)
/// ///
/// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument
/// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses
@ -541,11 +522,7 @@ public:
/// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not
/// configured, this call will fail. /// configured, this call will fail.
/// ///
/// This call MUST be made through the SteamGameServerNetworkingSockets() interface. /// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface
///
/// This function should be used when you are using the ticket generator library
/// to issue your own tickets. Clients connecting to the server on this virtual
/// port will need a ticket, and they must connect using ConnectToHostedDedicatedServer.
/// ///
/// If you need to set any initial config options, pass them here. See /// If you need to set any initial config options, pass them here. See
/// SteamNetworkingConfigValue_t for more about why this is preferable to /// SteamNetworkingConfigValue_t for more about why this is preferable to
@ -583,6 +560,7 @@ public:
/// NOTE: The routing blob returned here is not encrypted. Send it to your backend /// NOTE: The routing blob returned here is not encrypted. Send it to your backend
/// and don't share it directly with clients. /// and don't share it directly with clients.
virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// //
@ -607,10 +585,10 @@ public:
/// This function will immediately construct a connection in the "connecting" /// This function will immediately construct a connection in the "connecting"
/// state. Soon after (perhaps before this function returns, perhaps in another thread), /// state. Soon after (perhaps before this function returns, perhaps in another thread),
/// the connection will begin sending signaling messages by calling /// the connection will begin sending signaling messages by calling
/// ISteamNetworkingConnectionSignaling::SendSignal. /// ISteamNetworkingConnectionCustomSignaling::SendSignal.
/// ///
/// When the remote peer accepts the connection (See /// When the remote peer accepts the connection (See
/// ISteamNetworkingSignalingRecvContext::OnConnectRequest), /// ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest),
/// it will begin sending signaling messages. When these messages are received, /// it will begin sending signaling messages. When these messages are received,
/// you can pass them to the connection using ReceivedP2PCustomSignal. /// you can pass them to the connection using ReceivedP2PCustomSignal.
/// ///
@ -636,7 +614,7 @@ public:
/// ///
/// - If the signal is associated with existing connection, it is dealt /// - If the signal is associated with existing connection, it is dealt
/// with immediately. If any replies need to be sent, they will be /// with immediately. If any replies need to be sent, they will be
/// dispatched using the ISteamNetworkingConnectionSignaling /// dispatched using the ISteamNetworkingConnectionCustomSignaling
/// associated with the connection. /// associated with the connection.
/// - If the message represents a connection request (and the request /// - If the message represents a connection request (and the request
/// is not redundant for an existing connection), a new connection /// is not redundant for an existing connection), a new connection
@ -686,40 +664,29 @@ protected:
}; };
#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets009" #define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets009"
// Global accessors // Global accessor.
// Using standalone lib #if defined( STEAMNETWORKINGSOCKETS_PARTNER )
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
// Standalone lib. // Standalone lib. Use different symbol name, so that we can dynamically switch between steamclient.dll
static_assert( STEAMNETWORKINGSOCKETS_INTERFACE_VERSION[24] == '9', "Version mismatch" ); // and the standalone lib
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets_LibV9(); STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets_Lib();
inline ISteamNetworkingSockets *SteamNetworkingSockets_Lib() { return SteamNetworkingSockets_LibV9(); } STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib();
inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_Lib(); }
inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_Lib(); }
// If running in context of steam, we also define a gameserver instance. #elif defined( STEAMNETWORKINGSOCKETS_OPENSOURCE ) || defined( STEAMNETWORKINGSOCKETS_STREAMINGCLIENT )
#ifdef STEAMNETWORKINGSOCKETS_STEAM
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_LibV9();
inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib() { return SteamGameServerNetworkingSockets_LibV9(); }
#endif
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI // Opensource GameNetworkingSockets
inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_LibV9(); } STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets();
#ifdef STEAMNETWORKINGSOCKETS_STEAM
inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_LibV9(); }
#endif
#endif
#endif
// Using Steamworks SDK
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI
#else
#ifndef NETWORKSOCKETS_DLL
// Steamworks SDK // Steamworks SDK
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamNetworkingSockets_SteamAPI, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION ); inline ISteamNetworkingSockets *SteamNetworkingSockets();
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamGameServerNetworkingSockets_SteamAPI, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION ); STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamNetworkingSockets, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION );
inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets();
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamGameServerNetworkingSockets, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION );
inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_SteamAPI(); } #endif
inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_SteamAPI(); }
#endif
#endif #endif
/// Callback struct used to notify when a connection has changed state /// Callback struct used to notify when a connection has changed state

View File

@ -55,6 +55,7 @@ public:
/// man-in-the-middle attacks. /// man-in-the-middle attacks.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0; virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// Like CreateListenSocketIP, but clients will connect using ConnectP2P
/// ///
/// nVirtualPort specifies how clients can connect to this socket using /// nVirtualPort specifies how clients can connect to this socket using
@ -79,6 +80,7 @@ public:
/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess() /// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
/// when your app initializes /// when your app initializes
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0; virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket. /// Accept an incoming connection that has been received on a listen socket.
/// ///
@ -290,6 +292,8 @@ public:
/// even if they are not signed into Steam.) /// even if they are not signed into Steam.)
virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0; virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// //
// Clients connecting to dedicated servers hosted in a data center, // Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets. // using central-authority-granted tickets.
@ -361,6 +365,8 @@ public:
/// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface /// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface
virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0; virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// Invoke all callbacks queued for this interface. // Invoke all callbacks queued for this interface.
// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
// So if you have code that is also targeting Steam, you should call this at about the // So if you have code that is also targeting Steam, you should call this at about the

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@ -43,6 +43,7 @@ public:
/// man-in-the-middle attacks. /// man-in-the-middle attacks.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0; virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// Like CreateListenSocketIP, but clients will connect using ConnectP2P
/// ///
/// nVirtualPort specifies how clients can connect to this socket using /// nVirtualPort specifies how clients can connect to this socket using
@ -67,6 +68,7 @@ public:
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
/// when your app initializes /// when your app initializes
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0; virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket. /// Accept an incoming connection that has been received on a listen socket.
/// ///
@ -329,6 +331,8 @@ public:
#endif #endif
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// //
// Clients connecting to dedicated servers hosted in a data center, // Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets. // using central-authority-granted tickets.
@ -443,6 +447,8 @@ public:
/// and don't share it directly with clients. /// and don't share it directly with clients.
virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// Invoke all callbacks queued for this interface. // Invoke all callbacks queued for this interface.
// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
// So if you have code that is also targeting Steam, you should call this at about the // So if you have code that is also targeting Steam, you should call this at about the

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@ -43,6 +43,7 @@ public:
/// man-in-the-middle attacks. /// man-in-the-middle attacks.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) = 0; virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// Like CreateListenSocketIP, but clients will connect using ConnectP2P
/// ///
/// nVirtualPort specifies how clients can connect to this socket using /// nVirtualPort specifies how clients can connect to this socket using
@ -67,6 +68,7 @@ public:
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
/// when your app initializes /// when your app initializes
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort ) = 0; virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket. /// Accept an incoming connection that has been received on a listen socket.
/// ///
@ -329,6 +331,8 @@ public:
#endif #endif
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// //
// Clients connecting to dedicated servers hosted in a data center, // Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets. // using central-authority-granted tickets.
@ -443,6 +447,8 @@ public:
/// and don't share it directly with clients. /// and don't share it directly with clients.
virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// Invoke all callbacks queued for this interface. // Invoke all callbacks queued for this interface.
// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
// So if you have code that is also targeting Steam, you should call this at about the // So if you have code that is also targeting Steam, you should call this at about the

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@ -52,6 +52,7 @@ public:
/// setting the options "immediately" after creation. /// setting the options "immediately" after creation.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// Like CreateListenSocketIP, but clients will connect using ConnectP2P
/// ///
/// nVirtualPort specifies how clients can connect to this socket using /// nVirtualPort specifies how clients can connect to this socket using
@ -80,6 +81,7 @@ public:
/// SteamNetworkingConfigValue_t for more about why this is preferable to /// SteamNetworkingConfigValue_t for more about why this is preferable to
/// setting the options "immediately" after creation. /// setting the options "immediately" after creation.
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket. /// Accept an incoming connection that has been received on a listen socket.
/// ///
@ -368,6 +370,8 @@ public:
/// details, pass non-NULL to receive them. /// details, pass non-NULL to receive them.
virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0; virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// //
// Clients connecting to dedicated servers hosted in a data center, // Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets. // using central-authority-granted tickets.
@ -563,6 +567,7 @@ public:
/// If you expect to be using relayed connections, then you probably want /// If you expect to be using relayed connections, then you probably want
/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Certificate provision by the application. (On Steam, Steam will handle all this automatically) /// Certificate provision by the application. (On Steam, Steam will handle all this automatically)
#ifndef STEAMNETWORKINGSOCKETS_STEAM #ifndef STEAMNETWORKINGSOCKETS_STEAM

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@ -6,11 +6,13 @@
#ifndef ISTEAMNETWORKINGUTILS #ifndef ISTEAMNETWORKINGUTILS
#define ISTEAMNETWORKINGUTILS #define ISTEAMNETWORKINGUTILS
#ifdef STEAM_WIN32
#pragma once #pragma once
#endif
#include <stdint.h>
#include "steamnetworkingtypes.h" #include "steamnetworkingtypes.h"
#include "steam_api_common.h"
struct SteamDatagramRelayAuthTicket; struct SteamDatagramRelayAuthTicket;
struct SteamRelayNetworkStatus_t; struct SteamRelayNetworkStatus_t;
@ -44,6 +46,8 @@ public:
// Access to Steam Datagram Relay (SDR) network // Access to Steam Datagram Relay (SDR) network
// //
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// //
// Initialization and status check // Initialization and status check
// //
@ -192,6 +196,7 @@ public:
/// Get list of all POP IDs. Returns the number of entries that were filled into /// Get list of all POP IDs. Returns the number of entries that were filled into
/// your list. /// your list.
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0; virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// //
// Misc // Misc
@ -319,23 +324,20 @@ protected:
}; };
#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils003" #define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils003"
// Global accessors // Global accessor.
// Using standalone lib
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB #ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
// Standalone lib // Standalone lib
static_assert( STEAMNETWORKINGUTILS_INTERFACE_VERSION[22] == '3', "Version mismatch" ); STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils_Lib();
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils_LibV3(); inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_Lib(); }
inline ISteamNetworkingUtils *SteamNetworkingUtils_Lib() { return SteamNetworkingUtils_LibV3(); }
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI #else
inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_LibV3(); } #ifdef NETWORKSOCKETS_DLL
#endif #define SteamNetworkingUtils() SteamNetworkingUtilsX()
#endif #endif
// Steamworks SDK
// Using Steamworks SDK inline ISteamNetworkingUtils *SteamNetworkingUtils();
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils,
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils_SteamAPI,
/* Prefer user version of the interface. But if it isn't found, then use /* Prefer user version of the interface. But if it isn't found, then use
gameserver one. Yes, this is a completely terrible hack */ gameserver one. Yes, this is a completely terrible hack */
SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ? SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ?
@ -344,10 +346,6 @@ protected:
"global", "global",
STEAMNETWORKINGUTILS_INTERFACE_VERSION STEAMNETWORKINGUTILS_INTERFACE_VERSION
) )
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB
inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_SteamAPI(); }
#endif
#endif #endif
/// A struct used to describe our readiness to use the relay network. /// A struct used to describe our readiness to use the relay network.
@ -408,7 +406,10 @@ private:
// //
// Internal stuff // Internal stuff
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToDate( 1e10f ); } inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToDate( 1e10f ); }
#endif
inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val ); } inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val ); }
inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val ); } inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val ); }
inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val ); } inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val ); }
@ -432,27 +433,15 @@ inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingCo
return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal ); return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal );
} }
// How to get helper functions. #if !defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) && defined( STEAMNETWORKINGSOCKETS_STEAMCLIENT )
#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || defined( STEAMNETWORKINGSOCKETS_STANDALONELIB ) inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); }
inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString( this, pszStr ); }
inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); }
inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString( this, pszStr ); }
#endif
// Call direct to static functions #ifdef NETWORKSOCKETS_DLL
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort ); #undef SteamNetworkingUtils
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr );
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf );
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr );
inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); }
inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); }
inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); }
inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); }
#elif defined( STEAMNETWORKINGSOCKETS_STEAMAPI )
// Using steamworks SDK - go through SteamNetworkingUtils()
inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); }
inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString( this, pszStr ); }
inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); }
inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString( this, pszStr ); }
#else
#error "Invalid config"
#endif #endif
#endif // ISTEAMNETWORKINGUTILS #endif // ISTEAMNETWORKINGUTILS

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@ -241,7 +241,7 @@ class ISteamRemoteStorage
// The following functions are only necessary on the Playstation 3. On PC & Mac, the Steam client will handle these operations for you // The following functions are only necessary on the Playstation 3. On PC & Mac, the Steam client will handle these operations for you
// On Playstation 3, the game controls which files are stored in the cloud, via FilePersist, FileFetch, and FileForget. // On Playstation 3, the game controls which files are stored in the cloud, via FilePersist, FileFetch, and FileForget.
#if defined(_SERVER) #if defined(_PS3) || defined(_SERVER)
// Connect to Steam and get a list of files in the Cloud - results in a RemoteStorageAppSyncStatusCheck_t callback // Connect to Steam and get a list of files in the Cloud - results in a RemoteStorageAppSyncStatusCheck_t callback
virtual void GetFileListFromServer() = 0; virtual void GetFileListFromServer() = 0;
// Indicate this file should be downloaded in the next sync // Indicate this file should be downloaded in the next sync

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@ -220,9 +220,6 @@ public:
// Retrieve an individual result after receiving the callback for querying UGC // Retrieve an individual result after receiving the callback for querying UGC
virtual bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t *pDetails ) = 0; virtual bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t *pDetails ) = 0;
virtual uint32 GetQueryUGCNumTags( UGCQueryHandle_t handle, uint32 index ) = 0;
virtual bool GetQueryUGCTag( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) = 0;
virtual bool GetQueryUGCTagDisplayName( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) = 0;
virtual bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) = 0; virtual bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) = 0;
virtual bool GetQueryUGCMetadata( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchMetadatasize) char *pchMetadata, uint32 cchMetadatasize ) = 0; virtual bool GetQueryUGCMetadata( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchMetadatasize) char *pchMetadata, uint32 cchMetadatasize ) = 0;
virtual bool GetQueryUGCChildren( UGCQueryHandle_t handle, uint32 index, PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; virtual bool GetQueryUGCChildren( UGCQueryHandle_t handle, uint32 index, PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0;
@ -230,6 +227,7 @@ public:
virtual uint32 GetQueryUGCNumAdditionalPreviews( UGCQueryHandle_t handle, uint32 index ) = 0; virtual uint32 GetQueryUGCNumAdditionalPreviews( UGCQueryHandle_t handle, uint32 index ) = 0;
virtual bool GetQueryUGCAdditionalPreview( UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURLOrVideoID, uint32 cchURLSize, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType *pPreviewType ) = 0; virtual bool GetQueryUGCAdditionalPreview( UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURLOrVideoID, uint32 cchURLSize, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType *pPreviewType ) = 0;
virtual uint32 GetQueryUGCNumKeyValueTags( UGCQueryHandle_t handle, uint32 index ) = 0; virtual uint32 GetQueryUGCNumKeyValueTags( UGCQueryHandle_t handle, uint32 index ) = 0;
virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, STEAM_OUT_STRING_COUNT(cchKeySize) char *pchKey, uint32 cchKeySize, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, STEAM_OUT_STRING_COUNT(cchKeySize) char *pchKey, uint32 cchKeySize, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0;
// Return the first value matching the pchKey. Note that a key may map to multiple values. Returns false if there was an error or no matching value was found. // Return the first value matching the pchKey. Note that a key may map to multiple values. Returns false if there was an error or no matching value was found.
@ -362,7 +360,7 @@ public:
virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0; virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0;
}; };
#define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION015" #define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION014"
#ifndef STEAM_API_EXPORTS #ifndef STEAM_API_EXPORTS
// Global interface accessor // Global interface accessor

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@ -1,172 +0,0 @@
#ifndef ISTEAMUGC014_H
#define ISTEAMUGC014_H
#ifdef STEAM_WIN32
#pragma once
#endif
class ISteamUGC014
{
public:
// Query UGC associated with a user. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1.
virtual UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0;
// Query for all matching UGC. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1.
STEAM_FLAT_NAME( CreateQueryAllUGCRequestPage )
virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0;
// Query for all matching UGC using the new deep paging interface. Creator app id or consumer app id must be valid and be set to the current running app. pchCursor should be set to NULL or "*" to get the first result set.
STEAM_FLAT_NAME( CreateQueryAllUGCRequestCursor )
virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char *pchCursor = NULL ) = 0;
// Query for the details of the given published file ids (the RequestUGCDetails call is deprecated and replaced with this)
virtual UGCQueryHandle_t CreateQueryUGCDetailsRequest( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0;
// Send the query to Steam
STEAM_CALL_RESULT( SteamUGCQueryCompleted_t )
virtual SteamAPICall_t SendQueryUGCRequest( UGCQueryHandle_t handle ) = 0;
// Retrieve an individual result after receiving the callback for querying UGC
virtual bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t *pDetails ) = 0;
virtual bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) = 0;
virtual bool GetQueryUGCMetadata( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchMetadatasize) char *pchMetadata, uint32 cchMetadatasize ) = 0;
virtual bool GetQueryUGCChildren( UGCQueryHandle_t handle, uint32 index, PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0;
virtual bool GetQueryUGCStatistic( UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 *pStatValue ) = 0;
virtual uint32 GetQueryUGCNumAdditionalPreviews( UGCQueryHandle_t handle, uint32 index ) = 0;
virtual bool GetQueryUGCAdditionalPreview( UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURLOrVideoID, uint32 cchURLSize, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType *pPreviewType ) = 0;
virtual uint32 GetQueryUGCNumKeyValueTags( UGCQueryHandle_t handle, uint32 index ) = 0;
virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, STEAM_OUT_STRING_COUNT(cchKeySize) char *pchKey, uint32 cchKeySize, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0;
// Return the first value matching the pchKey. Note that a key may map to multiple values. Returns false if there was an error or no matching value was found.
STEAM_FLAT_NAME( GetQueryFirstUGCKeyValueTag )
virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, const char *pchKey, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0;
// Release the request to free up memory, after retrieving results
virtual bool ReleaseQueryUGCRequest( UGCQueryHandle_t handle ) = 0;
// Options to set for querying UGC
virtual bool AddRequiredTag( UGCQueryHandle_t handle, const char *pTagName ) = 0;
virtual bool AddRequiredTagGroup( UGCQueryHandle_t handle, const SteamParamStringArray_t *pTagGroups ) = 0; // match any of the tags in this group
virtual bool AddExcludedTag( UGCQueryHandle_t handle, const char *pTagName ) = 0;
virtual bool SetReturnOnlyIDs( UGCQueryHandle_t handle, bool bReturnOnlyIDs ) = 0;
virtual bool SetReturnKeyValueTags( UGCQueryHandle_t handle, bool bReturnKeyValueTags ) = 0;
virtual bool SetReturnLongDescription( UGCQueryHandle_t handle, bool bReturnLongDescription ) = 0;
virtual bool SetReturnMetadata( UGCQueryHandle_t handle, bool bReturnMetadata ) = 0;
virtual bool SetReturnChildren( UGCQueryHandle_t handle, bool bReturnChildren ) = 0;
virtual bool SetReturnAdditionalPreviews( UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ) = 0;
virtual bool SetReturnTotalOnly( UGCQueryHandle_t handle, bool bReturnTotalOnly ) = 0;
virtual bool SetReturnPlaytimeStats( UGCQueryHandle_t handle, uint32 unDays ) = 0;
virtual bool SetLanguage( UGCQueryHandle_t handle, const char *pchLanguage ) = 0;
virtual bool SetAllowCachedResponse( UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ) = 0;
// Options only for querying user UGC
virtual bool SetCloudFileNameFilter( UGCQueryHandle_t handle, const char *pMatchCloudFileName ) = 0;
// Options only for querying all UGC
virtual bool SetMatchAnyTag( UGCQueryHandle_t handle, bool bMatchAnyTag ) = 0;
virtual bool SetSearchText( UGCQueryHandle_t handle, const char *pSearchText ) = 0;
virtual bool SetRankedByTrendDays( UGCQueryHandle_t handle, uint32 unDays ) = 0;
virtual bool AddRequiredKeyValueTag( UGCQueryHandle_t handle, const char *pKey, const char *pValue ) = 0;
// DEPRECATED - Use CreateQueryUGCDetailsRequest call above instead!
STEAM_CALL_RESULT( SteamUGCRequestUGCDetailsResult_t )
virtual SteamAPICall_t RequestUGCDetails( PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ) = 0;
// Steam Workshop Creator API
STEAM_CALL_RESULT( CreateItemResult_t )
virtual SteamAPICall_t CreateItem( AppId_t nConsumerAppId, EWorkshopFileType eFileType ) = 0; // create new item for this app with no content attached yet
virtual UGCUpdateHandle_t StartItemUpdate( AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID ) = 0; // start an UGC item update. Set changed properties before commiting update with CommitItemUpdate()
virtual bool SetItemTitle( UGCUpdateHandle_t handle, const char *pchTitle ) = 0; // change the title of an UGC item
virtual bool SetItemDescription( UGCUpdateHandle_t handle, const char *pchDescription ) = 0; // change the description of an UGC item
virtual bool SetItemUpdateLanguage( UGCUpdateHandle_t handle, const char *pchLanguage ) = 0; // specify the language of the title or description that will be set
virtual bool SetItemMetadata( UGCUpdateHandle_t handle, const char *pchMetaData ) = 0; // change the metadata of an UGC item (max = k_cchDeveloperMetadataMax)
virtual bool SetItemVisibility( UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ) = 0; // change the visibility of an UGC item
virtual bool SetItemTags( UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t *pTags ) = 0; // change the tags of an UGC item
virtual bool SetItemContent( UGCUpdateHandle_t handle, const char *pszContentFolder ) = 0; // update item content from this local folder
virtual bool SetItemPreview( UGCUpdateHandle_t handle, const char *pszPreviewFile ) = 0; // change preview image file for this item. pszPreviewFile points to local image file, which must be under 1MB in size
virtual bool SetAllowLegacyUpload( UGCUpdateHandle_t handle, bool bAllowLegacyUpload ) = 0; // use legacy upload for a single small file. The parameter to SetItemContent() should either be a directory with one file or the full path to the file. The file must also be less than 10MB in size.
virtual bool RemoveAllItemKeyValueTags( UGCUpdateHandle_t handle ) = 0; // remove all existing key-value tags (you can add new ones via the AddItemKeyValueTag function)
virtual bool RemoveItemKeyValueTags( UGCUpdateHandle_t handle, const char *pchKey ) = 0; // remove any existing key-value tags with the specified key
virtual bool AddItemKeyValueTag( UGCUpdateHandle_t handle, const char *pchKey, const char *pchValue ) = 0; // add new key-value tags for the item. Note that there can be multiple values for a tag.
virtual bool AddItemPreviewFile( UGCUpdateHandle_t handle, const char *pszPreviewFile, EItemPreviewType type ) = 0; // add preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size
virtual bool AddItemPreviewVideo( UGCUpdateHandle_t handle, const char *pszVideoID ) = 0; // add preview video for this item
virtual bool UpdateItemPreviewFile( UGCUpdateHandle_t handle, uint32 index, const char *pszPreviewFile ) = 0; // updates an existing preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size
virtual bool UpdateItemPreviewVideo( UGCUpdateHandle_t handle, uint32 index, const char *pszVideoID ) = 0; // updates an existing preview video for this item
virtual bool RemoveItemPreview( UGCUpdateHandle_t handle, uint32 index ) = 0; // remove a preview by index starting at 0 (previews are sorted)
STEAM_CALL_RESULT( SubmitItemUpdateResult_t )
virtual SteamAPICall_t SubmitItemUpdate( UGCUpdateHandle_t handle, const char *pchChangeNote ) = 0; // commit update process started with StartItemUpdate()
virtual EItemUpdateStatus GetItemUpdateProgress( UGCUpdateHandle_t handle, uint64 *punBytesProcessed, uint64* punBytesTotal ) = 0;
// Steam Workshop Consumer API
STEAM_CALL_RESULT( SetUserItemVoteResult_t )
virtual SteamAPICall_t SetUserItemVote( PublishedFileId_t nPublishedFileID, bool bVoteUp ) = 0;
STEAM_CALL_RESULT( GetUserItemVoteResult_t )
virtual SteamAPICall_t GetUserItemVote( PublishedFileId_t nPublishedFileID ) = 0;
STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t )
virtual SteamAPICall_t AddItemToFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0;
STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t )
virtual SteamAPICall_t RemoveItemFromFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0;
STEAM_CALL_RESULT( RemoteStorageSubscribePublishedFileResult_t )
virtual SteamAPICall_t SubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // subscribe to this item, will be installed ASAP
STEAM_CALL_RESULT( RemoteStorageUnsubscribePublishedFileResult_t )
virtual SteamAPICall_t UnsubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // unsubscribe from this item, will be uninstalled after game quits
virtual uint32 GetNumSubscribedItems() = 0; // number of subscribed items
virtual uint32 GetSubscribedItems( PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; // all subscribed item PublishFileIDs
// get EItemState flags about item on this client
virtual uint32 GetItemState( PublishedFileId_t nPublishedFileID ) = 0;
// get info about currently installed content on disc for items that have k_EItemStateInstalled set
// if k_EItemStateLegacyItem is set, pchFolder contains the path to the legacy file itself (not a folder)
virtual bool GetItemInstallInfo( PublishedFileId_t nPublishedFileID, uint64 *punSizeOnDisk, STEAM_OUT_STRING_COUNT( cchFolderSize ) char *pchFolder, uint32 cchFolderSize, uint32 *punTimeStamp ) = 0;
// get info about pending update for items that have k_EItemStateNeedsUpdate set. punBytesTotal will be valid after download started once
virtual bool GetItemDownloadInfo( PublishedFileId_t nPublishedFileID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0;
// download new or update already installed item. If function returns true, wait for DownloadItemResult_t. If the item is already installed,
// then files on disk should not be used until callback received. If item is not subscribed to, it will be cached for some time.
// If bHighPriority is set, any other item download will be suspended and this item downloaded ASAP.
virtual bool DownloadItem( PublishedFileId_t nPublishedFileID, bool bHighPriority ) = 0;
// game servers can set a specific workshop folder before issuing any UGC commands.
// This is helpful if you want to support multiple game servers running out of the same install folder
virtual bool BInitWorkshopForGameServer( DepotId_t unWorkshopDepotID, const char *pszFolder ) = 0;
// SuspendDownloads( true ) will suspend all workshop downloads until SuspendDownloads( false ) is called or the game ends
virtual void SuspendDownloads( bool bSuspend ) = 0;
// usage tracking
STEAM_CALL_RESULT( StartPlaytimeTrackingResult_t )
virtual SteamAPICall_t StartPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0;
STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t )
virtual SteamAPICall_t StopPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0;
STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t )
virtual SteamAPICall_t StopPlaytimeTrackingForAllItems() = 0;
// parent-child relationship or dependency management
STEAM_CALL_RESULT( AddUGCDependencyResult_t )
virtual SteamAPICall_t AddDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0;
STEAM_CALL_RESULT( RemoveUGCDependencyResult_t )
virtual SteamAPICall_t RemoveDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0;
// add/remove app dependence/requirements (usually DLC)
STEAM_CALL_RESULT( AddAppDependencyResult_t )
virtual SteamAPICall_t AddAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0;
STEAM_CALL_RESULT( RemoveAppDependencyResult_t )
virtual SteamAPICall_t RemoveAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0;
// request app dependencies. note that whatever callback you register for GetAppDependenciesResult_t may be called multiple times
// until all app dependencies have been returned
STEAM_CALL_RESULT( GetAppDependenciesResult_t )
virtual SteamAPICall_t GetAppDependencies( PublishedFileId_t nPublishedFileID ) = 0;
// delete the item without prompting the user
STEAM_CALL_RESULT( DeleteItemResult_t )
virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0;
};
#endif // ISTEAMUGC014_H

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@ -183,12 +183,9 @@ public:
// Returns whether this steam client is a Steam China specific client, vs the global client. // Returns whether this steam client is a Steam China specific client, vs the global client.
virtual bool IsSteamChinaLauncher() = 0; virtual bool IsSteamChinaLauncher() = 0;
// Initializes text filtering, loading dictionaries for the language the game is running in. // Initializes text filtering.
// unFilterOptions are reserved for future use and should be set to 0 // unFilterOptions are reserved for future use and should be set to 0
// Returns false if filtering is unavailable for the game's language, in which case FilterText() will act as a passthrough. // Returns false if filtering is unavailable for the language the user is currently running in.
//
// Users can customize the text filter behavior in their Steam Account preferences:
// https://store.steampowered.com/account/preferences#CommunityContentPreferences
virtual bool InitFilterText( uint32 unFilterOptions = 0 ) = 0; virtual bool InitFilterText( uint32 unFilterOptions = 0 ) = 0;
// Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings // Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings

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@ -134,7 +134,6 @@
#include "isteamcontroller004.h" #include "isteamcontroller004.h"
#include "isteamcontroller005.h" #include "isteamcontroller005.h"
#include "isteamcontroller006.h" #include "isteamcontroller006.h"
#include "isteamcontroller007.h"
#include "isteamugc.h" #include "isteamugc.h"
#include "isteamugc001.h" #include "isteamugc001.h"
#include "isteamugc002.h" #include "isteamugc002.h"
@ -148,7 +147,6 @@
#include "isteamugc010.h" #include "isteamugc010.h"
#include "isteamugc012.h" #include "isteamugc012.h"
#include "isteamugc013.h" #include "isteamugc013.h"
#include "isteamugc014.h"
#include "isteamapplist.h" #include "isteamapplist.h"
#include "isteamhtmlsurface.h" #include "isteamhtmlsurface.h"
#include "isteamhtmlsurface001.h" #include "isteamhtmlsurface001.h"
@ -164,7 +162,6 @@
#include "isteammasterserverupdater.h" #include "isteammasterserverupdater.h"
#include "isteamunifiedmessages.h" #include "isteamunifiedmessages.h"
#include "isteaminput.h" #include "isteaminput.h"
#include "isteaminput001.h"
#include "isteamremoteplay.h" #include "isteamremoteplay.h"
#include "isteamnetworkingmessages.h" #include "isteamnetworkingmessages.h"
#include "isteamnetworkingsockets.h" #include "isteamnetworkingsockets.h"

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@ -168,7 +168,6 @@ STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup( ISteamFriends*
STEAMAPI_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages( ISteamFriends* self ); STEAMAPI_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages( ISteamFriends* self );
STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherInviteDialog( ISteamFriends* self, uint64_steamid steamIDLobby ); STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherInviteDialog( ISteamFriends* self, uint64_steamid steamIDLobby );
STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol ); STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol );
STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialogConnectString( ISteamFriends* self, const char * pchConnectString );
// ISteamUtils // ISteamUtils
STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v010(); STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v010();
@ -577,7 +576,6 @@ STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut( ISteamHTTP* sel
// ISteamInput // ISteamInput
STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v001(); STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v001();
STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v002();
STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self ); STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self );
STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ); STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self );
STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self ); STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self );
@ -616,7 +614,6 @@ STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID( ISteamInput* se
// ISteamController // ISteamController
STEAMAPI_API ISteamController *SteamAPI_SteamController_v007(); STEAMAPI_API ISteamController *SteamAPI_SteamController_v007();
STEAMAPI_API ISteamController *SteamAPI_SteamController_v008();
STEAMAPI_API bool SteamAPI_ISteamController_Init( ISteamController* self ); STEAMAPI_API bool SteamAPI_ISteamController_Init( ISteamController* self );
STEAMAPI_API bool SteamAPI_ISteamController_Shutdown( ISteamController* self ); STEAMAPI_API bool SteamAPI_ISteamController_Shutdown( ISteamController* self );
STEAMAPI_API void SteamAPI_ISteamController_RunFrame( ISteamController* self ); STEAMAPI_API void SteamAPI_ISteamController_RunFrame( ISteamController* self );
@ -654,18 +651,13 @@ STEAMAPI_API bool SteamAPI_ISteamController_GetControllerBindingRevision( ISteam
// ISteamUGC // ISteamUGC
STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v014(); STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v014();
STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v015();
STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014(); STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014();
STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v015();
STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage );
STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestPage( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestPage( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage );
STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestCursor( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestCursor( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor );
STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs );
STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle );
STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails ); STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails );
STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index );
STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize );
STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize );
STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ); STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize );
STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize ); STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize );
STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ); STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries );
@ -868,9 +860,7 @@ STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite( IStea
// ISteamNetworkingMessages // ISteamNetworkingMessages
STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_v002(); STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_v002();
STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_SteamAPI_v002();
STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_v002(); STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_v002();
STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_SteamAPI_v002();
STEAMAPI_API EResult SteamAPI_ISteamNetworkingMessages_SendMessageToUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, const void * pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingMessages_SendMessageToUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, const void * pubData, uint32 cubData, int nSendFlags, int nRemoteChannel );
STEAMAPI_API int SteamAPI_ISteamNetworkingMessages_ReceiveMessagesOnChannel( ISteamNetworkingMessages* self, int nLocalChannel, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); STEAMAPI_API int SteamAPI_ISteamNetworkingMessages_ReceiveMessagesOnChannel( ISteamNetworkingMessages* self, int nLocalChannel, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages );
STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_AcceptSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ); STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_AcceptSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote );
@ -879,8 +869,6 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseChannelWithUser( ISteam
STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_GetSessionConnectionInfo( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, SteamNetConnectionInfo_t * pConnectionInfo, SteamNetworkingQuickConnectionStatus * pQuickStatus ); STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_GetSessionConnectionInfo( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, SteamNetConnectionInfo_t * pConnectionInfo, SteamNetworkingQuickConnectionStatus * pQuickStatus );
// ISteamNetworkingSockets // ISteamNetworkingSockets
STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v009();
STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v009();
STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v009(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v009();
STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_v009(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_v009();
STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v008(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v008();
@ -935,7 +923,6 @@ STEAMAPI_API ISteamNetworkingConnectionCustomSignaling * SteamAPI_ISteamNetworki
STEAMAPI_API void SteamAPI_ISteamNetworkingCustomSignalingRecvContext_SendRejectionSignal( ISteamNetworkingCustomSignalingRecvContext* self, const SteamNetworkingIdentity & identityPeer, const void * pMsg, int cbMsg ); STEAMAPI_API void SteamAPI_ISteamNetworkingCustomSignalingRecvContext_SendRejectionSignal( ISteamNetworkingCustomSignalingRecvContext* self, const SteamNetworkingIdentity & identityPeer, const void * pMsg, int cbMsg );
// ISteamNetworkingUtils // ISteamNetworkingUtils
STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_SteamAPI_v003();
STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003(); STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003();
STEAMAPI_API SteamNetworkingMessage_t * SteamAPI_ISteamNetworkingUtils_AllocateMessage( ISteamNetworkingUtils* self, int cbAllocateBuffer ); STEAMAPI_API SteamNetworkingMessage_t * SteamAPI_ISteamNetworkingUtils_AllocateMessage( ISteamNetworkingUtils* self, int cbAllocateBuffer );
STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_InitRelayNetworkAccess( ISteamNetworkingUtils* self ); STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_InitRelayNetworkAccess( ISteamNetworkingUtils* self );
@ -1080,10 +1067,6 @@ STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetSteamID64( SteamNetworking
STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetSteamID64( SteamNetworkingIdentity* self ); STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetSteamID64( SteamNetworkingIdentity* self );
STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetXboxPairwiseID( SteamNetworkingIdentity* self, const char * pszString ); STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetXboxPairwiseID( SteamNetworkingIdentity* self, const char * pszString );
STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetXboxPairwiseID( SteamNetworkingIdentity* self ); STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetXboxPairwiseID( SteamNetworkingIdentity* self );
STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetPSNID( SteamNetworkingIdentity* self, uint64 id );
STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetPSNID( SteamNetworkingIdentity* self );
STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetStadiaID( SteamNetworkingIdentity* self, uint64 id );
STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetStadiaID( SteamNetworkingIdentity* self );
STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPAddr( SteamNetworkingIdentity* self, const SteamNetworkingIPAddr & addr ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPAddr( SteamNetworkingIdentity* self, const SteamNetworkingIPAddr & addr );
STEAMAPI_API const SteamNetworkingIPAddr * SteamAPI_SteamNetworkingIdentity_GetIPAddr( SteamNetworkingIdentity* self ); STEAMAPI_API const SteamNetworkingIPAddr * SteamAPI_SteamNetworkingIdentity_GetIPAddr( SteamNetworkingIdentity* self );
STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetLocalHost( SteamNetworkingIdentity* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetLocalHost( SteamNetworkingIdentity* self );

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@ -28,12 +28,6 @@ enum EServerMode
eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients
}; };
/// Pass to SteamGameServer_Init to indicate that the same UDP port will be used for game traffic
/// UDP queries. In this case, Steam will not open up a socket to handle server browser queries,
/// and you must use ISteamGameServer::HandleIncomingPacket and ISteamGameServer::GetNextOutgoingPacket
/// to handle packets related to server discovery on your socket.
#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1)
// Initialize SteamGameServer client and interface objects, and set server properties which may not be changed. // Initialize SteamGameServer client and interface objects, and set server properties which may not be changed.
// //
// After calling this function, you should set any additional server parameters, and then // After calling this function, you should set any additional server parameters, and then
@ -45,16 +39,12 @@ enum EServerMode
// This protocol is TCP-based and thus always uses an ephemeral local port. // This protocol is TCP-based and thus always uses an ephemeral local port.
// Older steam client binaries used UDP to talk to Steam, and this argument was useful. // Older steam client binaries used UDP to talk to Steam, and this argument was useful.
// A future version of the SDK will remove this argument. // A future version of the SDK will remove this argument.
// - unIP will usually be zero. If you are on a machine with multiple IP addresses, you can pass a non-zero // - usGamePort is the port that clients will connect to for gameplay.
// value here and the relevant sockets will be bound to that IP. This can be used to ensure that
// the IP you desire is the one used in the server browser.
// - usGamePort is the port that clients will connect to for gameplay. You will usually open up your
// own socket bound to this port.
// - usQueryPort is the port that will manage server browser related duties and info // - usQueryPort is the port that will manage server browser related duties and info
// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it // pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it
// will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving // will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h. // UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h.
// - The version string should be in the form x.x.x.x, and is used by the master server to detect when the // - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the
// server is out of date. (Only servers with the latest version will be listed.) // server is out of date. (Only servers with the latest version will be listed.)
#ifndef STEAM_API_EXPORTS #ifndef STEAM_API_EXPORTS
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );

View File

@ -142,9 +142,6 @@ enum EResult
k_EResultAccountDeleted = 114, // account has been deleted k_EResultAccountDeleted = 114, // account has been deleted
k_EResultExistingUserCancelledLicense = 115, // A license for this already exists, but cancelled k_EResultExistingUserCancelledLicense = 115, // A license for this already exists, but cancelled
k_EResultCommunityCooldown = 116, // access is denied because of a community cooldown (probably from support profile data resets) k_EResultCommunityCooldown = 116, // access is denied because of a community cooldown (probably from support profile data resets)
k_EResultNoLauncherSpecified = 117, // No launcher was specified, but a launcher was needed to choose correct realm for operation.
k_EResultMustAgreeToSSA = 118, // User must agree to china SSA or global SSA before login
k_EResultLauncherMigrated = 119, // The specified launcher type is no longer supported; the user should be directed elsewhere
}; };
// Error codes for use with the voice functions // Error codes for use with the voice functions
@ -314,7 +311,7 @@ enum EAppType
k_EAppType_Beta = 0x10000, // this is a beta version of a game k_EAppType_Beta = 0x10000, // this is a beta version of a game
k_EAppType_Shortcut = 0x40000000, // just a shortcut, client side only k_EAppType_Shortcut = 0x40000000, // just a shortcut, client side only
k_EAppType_DepotOnly_DEPRECATED = 0x80000000, // there shouldn't be any appinfo for depots k_EAppType_DepotOnly = 0x80000000, // placeholder since depots and apps share the same namespace
}; };
@ -559,7 +556,6 @@ enum EVRHMDType
k_eEVRHMDType_HP_Unknown = 80, // HP unknown HMD k_eEVRHMDType_HP_Unknown = 80, // HP unknown HMD
k_eEVRHMDType_HP_WindowsMR = 81, // HP Windows MR headset k_eEVRHMDType_HP_WindowsMR = 81, // HP Windows MR headset
k_eEVRHMDType_HP_Reverb = 82, // HP Reverb Windows MR headset k_eEVRHMDType_HP_Reverb = 82, // HP Reverb Windows MR headset
k_eEVRHMDType_HP_ReverbG2 = 1463, // HP Reverb G2 Windows MR headset
k_eEVRHMDType_Samsung_Unknown = 90, // Samsung unknown HMD k_eEVRHMDType_Samsung_Unknown = 90, // Samsung unknown HMD
k_eEVRHMDType_Samsung_Odyssey = 91, // Samsung Odyssey Windows MR headset k_eEVRHMDType_Samsung_Odyssey = 91, // Samsung Odyssey Windows MR headset

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@ -6,40 +6,26 @@
#ifndef STEAMNETWORKINGTYPES #ifndef STEAMNETWORKINGTYPES
#define STEAMNETWORKINGTYPES #define STEAMNETWORKINGTYPES
#ifdef STEAM_WIN32
#pragma once #pragma once
#endif
#include <string.h> #include <string.h>
#include <stdint.h> #include <stdint.h>
#include "steamtypes.h"
#include "steamclientpublic.h"
//----------------------------------------------------------------------------- //----------------------------------------
// SteamNetworkingSockets config. // SteamNetworkingSockets library config
//#define STEAMNETWORKINGSOCKETS_STANDALONELIB // Comment this in to support compiling/linking with the standalone library / gamenetworkingsockets opensource // Compiling in Steam public branch.
#define STEAMNETWORKINGSOCKETS_STEAMAPI // Compiling/link with steam_api.h and Steamworks SDK #define STEAMNETWORKINGSOCKETS_STEAM
//----------------------------------------------------------------------------- #ifdef STEAMNETWORKINGSOCKETS_STATIC_LINK
#define STEAMNETWORKINGSOCKETS_INTERFACE extern
#endif
#define STEAMNETWORKINGSOCKETS_STEAMCLIENT
#define STEAMNETWORKINGSOCKETS_ENABLE_SDR
#include "steam_api_common.h"
//
//----------------------------------------
#if !defined( STEAMNETWORKINGSOCKETS_OPENSOURCE ) && !defined( STEAMNETWORKINGSOCKETS_STREAMINGCLIENT )
#define STEAMNETWORKINGSOCKETS_STEAM
#endif
#ifdef NN_NINTENDO_SDK // We always static link on Nintendo
#define STEAMNETWORKINGSOCKETS_STATIC_LINK
#endif
#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK )
#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C"
#elif defined( STEAMNETWORKINGSOCKETS_FOREXPORT )
#ifdef _WIN32
#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __declspec( dllexport )
#else
#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __attribute__((visibility("default")))
#endif
#else
#ifdef _WIN32
#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __declspec( dllimport )
#else
#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C"
#endif
#endif
#if defined( VALVE_CALLBACK_PACK_SMALL ) #if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 ) #pragma pack( push, 4 )
@ -209,18 +195,18 @@ struct SteamNetworkingIPAddr
/// (This means that you cannot tell if a zero port was explicitly specified.) /// (This means that you cannot tell if a zero port was explicitly specified.)
inline bool ParseString( const char *pszStr ); inline bool ParseString( const char *pszStr );
/// RFC4038, section 4.2
struct IPv4MappedAddress {
uint64 m_8zeros;
uint16 m_0000;
uint16 m_ffff;
uint8 m_ip[ 4 ]; // NOTE: As bytes, i.e. network byte order
};
union union
{ {
uint8 m_ipv6[ 16 ]; uint8 m_ipv6[ 16 ];
IPv4MappedAddress m_ipv4; #ifndef API_GEN // API generator doesn't understand this. The bindings will just use the accessors
struct // IPv4 "mapped address" (rfc4038 section 4.2)
{
uint64 m_8zeros;
uint16 m_0000;
uint16 m_ffff;
uint8 m_ip[ 4 ]; // NOTE: As bytes, i.e. network byte order
} m_ipv4;
#endif
}; };
uint16 m_port; // Host byte order uint16 m_port; // Host byte order
@ -673,9 +659,6 @@ struct SteamNetConnectionInfo_t
/// connection type (and peer information), and any name /// connection type (and peer information), and any name
/// given to the connection by the app. This string is used in various /// given to the connection by the app. This string is used in various
/// internal logging messages. /// internal logging messages.
///
/// Note that the connection ID *usually* matches the HSteamNetConnection
/// handle, but in certain cases with symmetric connections it might not.
char m_szConnectionDescription[ k_cchSteamNetworkingMaxConnectionDescription ]; char m_szConnectionDescription[ k_cchSteamNetworkingMaxConnectionDescription ];
/// Internal stuff, room to change API easily /// Internal stuff, room to change API easily
@ -1314,12 +1297,6 @@ enum ESteamNetworkingConfigValue
/// See: ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed /// See: ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed
k_ESteamNetworkingConfig_Callback_MessagesSessionFailed = 205, k_ESteamNetworkingConfig_Callback_MessagesSessionFailed = 205,
/// [global FnSteamNetworkingSocketsCreateConnectionSignaling] Callback that will
/// be invoked when we need to create a signaling object for a connection
/// initiated locally. See: ISteamNetworkingSockets::ConnectP2P,
/// ISteamNetworkingMessages.
k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling = 206,
// //
// P2P settings // P2P settings
// //
@ -1623,6 +1600,17 @@ inline const uint8 *SteamNetworkingIdentity::GetGenericBytes( int &cbLen ) const
inline bool SteamNetworkingIdentity::operator==(const SteamNetworkingIdentity &x ) const { return m_eType == x.m_eType && m_cbSize == x.m_cbSize && memcmp( m_genericBytes, x.m_genericBytes, m_cbSize ) == 0; } inline bool SteamNetworkingIdentity::operator==(const SteamNetworkingIdentity &x ) const { return m_eType == x.m_eType && m_cbSize == x.m_cbSize && memcmp( m_genericBytes, x.m_genericBytes, m_cbSize ) == 0; }
inline void SteamNetworkingMessage_t::Release() { (*m_pfnRelease)( this ); } inline void SteamNetworkingMessage_t::Release() { (*m_pfnRelease)( this ); }
#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || !defined( STEAMNETWORKINGSOCKETS_STEAMCLIENT )
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort );
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr );
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf );
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr );
inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); }
inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); }
inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); }
inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); }
#endif
#endif // #ifndef API_GEN #endif // #ifndef API_GEN
#endif // #ifndef STEAMNETWORKINGTYPES #endif // #ifndef STEAMNETWORKINGTYPES